Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
An end-to-end communication architecture for collaborative virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Reliable Multicast Network Transport for Distributed Virtual Simulation
DIS-RT '99 Proceedings of the 3rd International Workshop on Distributed Interactive Simulation and Real-Time Applications
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
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Practical Middleware for Massively Multiplayer Online Games
IEEE Internet Computing
Dynamic microcell assignment for massively multiplayer online gaming
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Load balancing for massively multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A distributed architecture for MMORPG
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Dynamic clustering in delaunay-based P2P networked virtual environments
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Multiplayer Online Games over scale-free networks: a viable solution?
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
A scalable architecture for massive multi-player online games using peer-to-peer overlay
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
Adaptive event dissemination for peer-to-peer multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
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
Adaptive consistency for replicated state in real-time-strategy multiplayer games
Proceedings of the 11th International Workshop on Adaptive and Reflective Middleware
Network Architectures and Data Management for Massively Multiplayer Online Games
International Journal of Grid and High Performance Computing
QuP: Graceful Degradation in State Propagation for DVEs
Proceedings of International Workshop on Massively Multiuser Virtual Environments
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In this paper, we present a dynamic area of interest management for Massively Multiplayer Online Games (MMOG). Instead of mapping the virtual space to the area of interest (AOI), we scheme AOIs to the virtual space. This zoneless MMOG is the consequence of dynamic AOI that redeems the necessity of inter-AOI communication. In addition, the AOI maintenance cost is reduced significantly by assigning the maintenance responsibility to a subset of players for each AOI.Due to the integration of peer-to-peer communication model to the system, the scalability has improved. To satisfy the timing constraints, the projection of the underling network topology to the overlay network is more fruitful than building the overlay on the fly unintelligently. In response to this fact, the proposed communication model adapts a geometric algorithm which is usually used for minimax problem. The model is evaluated and justified through proper simulation.