On power-law relationships of the Internet topology
Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communication
On network-aware clustering of Web clients
Proceedings of the conference on Applications, Technologies, Architectures, and Protocols for Computer Communication
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Measuring ISP topologies with rocketfuel
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
King: estimating latency between arbitrary internet end hosts
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Meridian: a lightweight network location service without virtual coordinates
Proceedings of the 2005 conference on Applications, technologies, architectures, and protocols for computer communications
Server Placement for Enhancing the Interactivity of Large-Scale Distributed Virtual Environments
CW '06 Proceedings of the 2006 International Conference on Cyberworlds
Internet Measurement: Infrastructure, Traffic and Applications
Internet Measurement: Infrastructure, Traffic and Applications
Optimal Replica Placement under TTL-Based Consistency
IEEE Transactions on Parallel and Distributed Systems
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Constrained mirror placement on the Internet
IEEE Journal on Selected Areas in Communications
Consistency aware update schedule in multi-server Distributed Virtual Environments
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
QoS-Aware Server Provisioning for Large-Scale Distributed Virtual Environments
PADS '10 Proceedings of the 2010 IEEE Workshop on Principles of Advanced and Distributed Simulation
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In distributed virtual environments, e.g., online gaming, collaborative designs and distributed military simulations, interactivity is one of the most important requirements. The users may notice serious degradations in quality of service when interacting in the virtual world if the response from the system is much slower than what they have experienced in real life. In this paper, we consider the problem of placing distributed servers in the network to reduce client-server communication latencies, which is termed the server placement problem. We proposed two new network-aware placement algorithms which take into account users' locations in the network and connectivity at the Autonomous System level to determine good sites for servers. Extensive experiments with realistic network models showed that these new algorithms significantly outperform existing approaches that require full knowledge of network connectivity at the router-level topologies.