Approximation algorithms for NP-hard problems
Approximation algorithms for NP-hard problems
On power-law relationships of the Internet topology
Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communication
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
A class of greedy algorithms for the generalized assignment problem
Discrete Applied Mathematics
IDMaps: a global internet host distance estimation service
IEEE/ACM Transactions on Networking (TON)
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
An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Network infrastructure for massively distributed games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
King: estimating latency between arbitrary internet end hosts
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
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?
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
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
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Latency-driven distribution: infrastructure needs of participatory entertainment applications
IEEE Communications Magazine
Constrained mirror placement on the Internet
IEEE Journal on Selected Areas in Communications
Routing of multipoint connections
IEEE Journal on Selected Areas in Communications
Large Scale Distributed Virtual Environments on the Grid: Design, Implementation, and a Case Study
Computer Supported Cooperative Work in Design IV
Efficient Zone Mapping Algorithms for Distributed Virtual Environments
PADS '09 Proceedings of the 2009 ACM/IEEE/SCS 23rd Workshop on Principles of Advanced and Distributed Simulation
An optimal mapping algorithm based on balanced load cutting for DVE systems
IITA'09 Proceedings of the 3rd international conference on Intelligent information technology application
Multi-objective zone mapping in large-scale distributed virtual environments
Journal of Network and Computer Applications
Optimizing client assignment for enhancing interactivity in distributed interactive applications
IEEE/ACM Transactions on Networking (TON)
Online Client Assignment in Dynamic Real-Time Distributed Interactive Applications
DS-RT '13 Proceedings of the 2013 IEEE/ACM 17th International Symposium on Distributed Simulation and Real Time Applications
Hi-index | 0.24 |
In Distributed Virtual Environments (DVEs), where many simultaneous human users interact with each other in a shared, 3D virtual world, enhancing interactivity is of crucial importance, since the success of a DVE greatly depends on users' perceptions. In general, enhancing interactivity for large-scale DVEs with thousands of geographically distributed users faces various challenges such as large Internet latencies, high resource demands and high potential of security threats. In this paper, we propose a network-centric approach to enhance the interactivity of DVEs by directly minimizing the network latencies in client-server communications. We consider two key problems: the server placement problem and the client assignment problem. We have formulated these two problems and proved that they are both NP-hard. We then adapt and develop several degree-based server placement approaches and greedy client assignment algorithms. Extensive simulation studies using realistic models have shown that our approach is very effective in enhancing the interactivity of large-scale DVEs.