Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Avatar movement in World of Warcraft battlegrounds
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
The near-term feasibility of P2P MMOG's
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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The current expansion of multi-player online games has promoted the growth of large scale distributed virtual environments (DVEs). In these systems, peer-to-peer architectures have been proved as the most scalable scheme for supporting massively multi-player applications. Nevertheless, the interactions among clients that can take place in this type of systems can lead to the temporal saturation of some of the clients. Since a client saturation has an effect on other clients, these situations limit the performance of peer-topeer DVEs. In this paper, we propose an adaptive technique for avoiding the saturation of the client computers in DVE systems based on peer-to-peer architectures. This technique is based on monitoring the client state and discarding some of the messages received from other clients when the client is close to saturation. The evaluation results show that the proposed method improves the system performance without having an effect on the awareness rate, regardless of the movement pattern that avatars can follow. As a result, both the performance and the scalability of peer-to-peer DVEs are significantly improved.