On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Dynamic Grid-Based Multicast Group Assignment in Data Distribution Management
DS-RT '00 Proceedings of the Fourth IEEE International Workshop on Distributed Simulation and Real-Time Applications
An adaptive, distributed algorithm for interest management
An adaptive, distributed algorithm for interest management
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
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
IBM Systems Journal
Adaptive Interest Management via Push-Pull Algorithms
DS-RT '06 Proceedings of the 10th IEEE international symposium on Distributed Simulation and Real-Time Applications
Adaptive Support of Range Queries via Push-Pull Algorithms
Proceedings of the 21st International Workshop on Principles of Advanced and Distributed Simulation
The Brave New World of Multiplayer Online Games: Synchronization Issues with Smart Solutions
ISORC '08 Proceedings of the 2008 11th IEEE Symposium on Object Oriented Real-Time Distributed Computing
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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In large, real-time interactive distributed systems such as Distributed Simulations and Multiplayer games, Interest Management (IM) is often implemented using a cell-based paradigm. In such a paradigm the subscription patterns of interactive clients are mapped on to some set of disjoint regions or cells which are typically hosted within a routing network made up either of dedicated machines or of the clients themselves. These systems often incorporate some mechanism for balancing the load placed on this routing network, on the assumption that interests over this population of cells will be non-uniform. Using a set of reference models for cell-based IM systems found in the research corpus, we evaluate the extent to which this phenomenon takes place. We also evaluate what effects an adaptive algorithm from previous work [18] has on this phenomenon