GeoCast—geographic addressing and routing
MobiCom '97 Proceedings of the 3rd annual ACM/IEEE international conference on Mobile computing and networking
GPSR: greedy perimeter stateless routing for wireless networks
MobiCom '00 Proceedings of the 6th annual international conference on Mobile computing and networking
IEEE Transactions on Parallel and Distributed Systems
Routing with guaranteed delivery in ad hoc wireless networks
Wireless Networks
Similarity Search in High Dimensions via Hashing
VLDB '99 Proceedings of the 25th International Conference on Very Large Data Bases
OverQoS: offering Internet QoS using overlays
ACM SIGCOMM Computer Communication Review
Geometric ad-hoc routing: of theory and practice
Proceedings of the twenty-second annual symposium on Principles of distributed computing
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
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A peer-to-peer architecture for massive multiplayer online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Deployment issues for the IP multicast service and architecture
IEEE Network: The Magazine of Global Internetworking
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At a first glance, transmitting update information to a geographic region in the virtual space seems to be an attractive primitive in Massively Multiplayer Online Gaming (MMOG) applications where players are constantly moving and need to send updates to their neighbors who are in the same region of the virtual space. The system would become more scalable if entities did not need to keep track of each other or send messages directly to one another. Rather, an entity could just send a message to a specific region in the virtual space (its area of effect), as opposed to sending packets to specific IP addresses, significantly reducing tracking and routing overhead. Fundamentally speaking, update message exchange is mostly based on users' visibility range, which is mainly affected by proximity; i.e., avatars are interested in nodes within a specific distance around them. Therefore MMOG applications require a routing scheme that can deliver messages to specified locations in the virtual space. Such location based routing motivates the use of geographical routing, which has been introduced and successfully used in the context of wireless networks; however, in its current form it is not well suited for MMOGs which run on wired networks. In this article, we propose a scalable MMOG networking architecture based on hierarchical multi-grid geographical routing that is well suited for MMOG networks. We present our concept and design of hierarchical geometrical routing based on locality sensitive hashing, demonstrate its performance, and discuss both the strengths and shortcomings of our approach.