RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The need for real time consistency management in P2P mobile gaming environments
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Distributed Simulation: A Case Study in Design and Verification of Distributed Programs
IEEE Transactions on Software Engineering
A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks
Proceedings of the second international conference on Distributed event-based systems
Elastic Consistency in Decentralized Distributed Virtual Environments
AXMEDIS '08 Proceedings of the 2008 International Conference on Automated solutions for Cross Media Content and Multi-channel Distribution
Adaptive Update Propagation for Low-Latency Massively Multi-User Virtual Environments
ICCCN '09 Proceedings of the 2009 Proceedings of 18th International Conference on Computer Communications and Networks
A framework to help designing innovative massively multiplayer online games interactions
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
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Consistency is a crucial requirement for Massively Multiuser Virtual Environments (MMVEs). Such systems provide virtual worlds in which thousands of users can interact in realtime. To realize a consistent world view for all users, a flexible consistency management is required which balances the responsiveness and the level of consistency in the system. In this paper we present an approach for a consistency management for peer-to-peer-based MMVEs. The approach identifies users which actually interact with each other in the virtual world, groups them in consistency sessions and synchronizes all users in the session according to a synchronization protocol which is determined at runtime. We discuss the concept of consistency sessions, present algorithms to create and maintain sessions, and analyze what features are still missing and must be added in the future.