On calculating connected dominating set for efficient routing in ad hoc wireless networks
DIALM '99 Proceedings of the 3rd international workshop on Discrete algorithms and methods for mobile computing and communications
An end-to-end communication architecture for collaborative virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Scalable application layer multicast
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
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
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
SCORE: a scalable communication protocol for large-scale virtual environments
IEEE/ACM Transactions on Networking (TON)
VELVET: an adaptive hybrid architecture for very large virtual environments
Presence: Teleoperators and Virtual Environments
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
Latency and player actions in online games
Communications of the ACM - Entertainment networking
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
Improving gaming experience in zonal MMOGs
Proceedings of the 15th international conference on Multimedia
Dynamic clustering in delaunay-based P2P networked virtual environments
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A Survey of Application-Layer Multicast Protocols
IEEE Communications Surveys & Tutorials
IEEE Spectrum
Research note: Source models of network game traffic
Computer Communications
A survey of proposals for an alternative group communication service
IEEE Network: The Magazine of Global Internetworking
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
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
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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Distributed Virtual Environments are becoming more popular in today's computing and communications among people. Perhaps the most widely used form of such environments is Massively Multiplayer Online Games (MMOG), which are in the form of client/server architecture that requires considerable server resources to manage a large number of distributed players. Peer-to-peer communication can achieve scalability at lower cost but may introduce other difficulties. Synchronous communication is a prime concern for multi-user collaborative applications like MMOGs where players need frequently interaction with each other to share their game states. In this article, we present a hybrid MMOG architecture called MM-VISA (Massively Multiuser VIrtual Simulation Architecture). In this architecture, servers and peers are coupled together to take the inherent advantages of the centralized architecture and the scalability of distributed systems. As the virtual world is decomposed into smaller manageable zones, the players' random movement causes reorganization at the P2P overlay structure. The frequent nature of movements along with unintelligent zone crossing approaches, currently implemented in MMOGs, breaks synchronous communication. To limit such problem, we consider players' gaming characteristics to intelligently define routing paths. A graph-theoretic framework is incorporated for overlay oriented real-time distributed virtual environments. We shall show that interest-driven zone crossing, dynamic shared region between adjacent zones, and clustering of entities based on their attributes significantly decrease unstable overlay situations. The effectiveness of the presented system is justified through simulation.