Fine-grained mobility in the Emerald system
ACM Transactions on Computer Systems (TOCS)
Leases: an efficient fault-tolerant mechanism for distributed file cache consistency
SOSP '89 Proceedings of the twelfth ACM symposium on Operating systems principles
A simulation based analysis of naming schemes for distributed systems
ANSS '92 Proceedings of the 25th annual symposium on Simulation
Chord: A scalable peer-to-peer lookup service for internet applications
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Storage management and caching in PAST, a large-scale, persistent peer-to-peer storage utility
SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
Towards global network positioning
IMW '01 Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement
The MOSIX Distributed Operating System: Load Balancing for UNIX
The MOSIX Distributed Operating System: Load Balancing for UNIX
Spatial SQL: A Query and Presentation Language
IEEE Transactions on Knowledge and Data Engineering
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
BRITE: Universal Topology Generation from a User''s Perspective
BRITE: Universal Topology Generation from a User''s Perspective
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
Data Replication in OceanStore
Data Replication in OceanStore
Process Migration in DEMOS/MP
Adaptive Leases: A Strong Consistency Mechanism for the World Wide Web
IEEE Transactions on Knowledge and Data Engineering
A geographic redirection service for on-line games
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
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
PIC: Practical Internet Coordinates for Distance Estimation
ICDCS '04 Proceedings of the 24th International Conference on Distributed Computing Systems (ICDCS'04)
Vivaldi: a decentralized network coordinate system
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Estimating network proximity and latency
ACM SIGCOMM Computer Communication Review
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Server topology considerations in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Fast transparent migration for virtual machines
ATEC '05 Proceedings of the annual conference on USENIX Annual Technical Conference
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Live migration of virtual machines
NSDI'05 Proceedings of the 2nd conference on Symposium on Networked Systems Design & Implementation - Volume 2
MSYM'93 Proceedings of the 3rd conference on USENIX MACH III Symposium - Volume 1
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Optimising online FPS game server discovery through clustering servers by origin autonomous system
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Core-selection algorithms in multicast routing - comparative and complexity analysis
Computer Communications
An architecture for next generation middleware
Middleware '98 Proceedings of the IFIP International Conference on Distributed Systems Platforms and Open Distributed Processing
Client-side adaptive search optimisation for online game server discovery
NETWORKING'08 Proceedings of the 7th international IFIP-TC6 networking conference on AdHoc and sensor networks, wireless networks, next generation internet
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
ACM Journal on Emerging Technologies in Computing Systems (JETC)
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Massively multi-player online games (MMOGs) have stringent latency requirements and must support large numbers of concurrent players. To handle these conflicting requirements, it is common to divide the virtual environment into virtual regions. As MMOGs are world-spanning games, it is plausible to disperse these regions on geographically distributed servers. Core selection can then be applied to locate an optimal server for placing a region, based on player latencies. Functionality for migrating objects supports this objective, with a distributed name server ensuring that references to the moved objects are maintained. As a result we anticipate a decrease in the aggregate latency for the affected players. The core selection relies on a set of servers and measurements of the interacting players latencies. Measuring these latencies by actively probing the network is not scalable for a large number of players. We therefore explore the use of latency estimation techniques to gather this information.