![]() In January of 2018, Steam, one of the most successful gaming platforms, hosted as much as 18.5 million concurrent users. Video games are a popular form of entertainment. A distributed algorithm is presented and its correctness is proven. SelfAid uses only spare resources of player machines, following the trend of sharing economy. ![]() Furthermore, the number of designated machines adapts to the demand. After the developer creates a service algorithm defining the matchmaking behavior specific to his/hers case, the SelfAid platform designates a number of player machines to execute the service. In order to achieve this goal, the SelfAid platform for building custom P2P matchmaking strategies is presented. This paper aims to provide a solution for the problem of matchmaking players on the scale of the Internet, without using a central server. Those range from additional costs associated with infrastructure maintenance to inability to play the game once servers become unavailabe (due to being under Denial of Service attack or being shut down after earning enough profit). Existing solutions employ client-server architecture, which induces several problems. Matchmaking players is an important problem in online multiplayer games.
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