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A distributed architecture for MMORPG

We present an approach to support Massively Multiplayer Online Role-Playing Games. Our proposed solution begins by splitting the large virtual world into smaller regions, each region handled by a different server. We present techniques and algorithms that (1) reduce the bandwidth requirements for both game servers and clients, (2) address consistency, hotspot, congestion and server failure problems typically found in MMORPG and (3) allow seamless interaction between players residing on areas handled by different servers. By implementing a simple game, Kosmos, we show the applicability of our approach as well as the relative performance benefits of designing new games using our architecture.