A sweepline algorithm for Voronoi diagrams
SCG '86 Proceedings of the second annual symposium on Computational geometry
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Voronoi diagrams—a survey of a fundamental geometric data structure
ACM Computing Surveys (CSUR)
Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
SCRIBE: The Design of a Large-Scale Event Notification Infrastructure
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A distributed event delivery method with load balancing for MMORPG
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Simulation of artificial life model in game space
AIS'04 Proceedings of the 13th international conference on AI, Simulation, and Planning in High Autonomy Systems
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
QuON: a quad-tree-based overlay protocol for distributed virtual worlds
International Journal of Advanced Media and Communication
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Distributed avatar management for Second Life
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Group movement in World of Warcraft Battlegrounds
International Journal of Advanced Media and Communication
IEEE/ACM Transactions on Networking (TON)
Implementing human questioning strategies into quizzing-robot
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
Network bandwidth evaluation of a hybrid peer-to-peer massively multiplayer framework
Proceedings of the International Conference on the Foundations of Digital Games
Enhancement of Collaborative Interest Management Mechanism for P2P Networked Virtual Environment
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
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We present and evaluate an implementation of VAST (Voronoi-based Adaptive Scalable Transfer) as proposed by Shun-Yun Hu and Guan-Ming Liao in Scalable Peer-to-Peer Networked Virtual Environment [4]. VAST is a fully-distributed peer-to-peer protocol, designed to handle event messages in MMOGs (Massively Multiplayer Online Games) and virtual worlds. VAST relies on voronoi diagrams and AOI (Areas Of Interest) for neighbor discovery. Benefits and problems of using voronoi diagrams in peer-to-peer-based MMOGs and virtual worlds are discussed, by looking at bandwidth usage, scalability and consistency of VAST and comparing it to other approaches. We point out certain issues regarding VASTs consistency and propose some changes to VASTs architecture aiming at enhancing its consistency. Finally we have a look at future extensions like group management and adaptive areas of interest per peer, in order to reduce bandwidth requirements and further increase VASTs consistency.