Peer-to-peer voice communication for massively multiplayer online games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Cordies: expressive event correlation in distributed systems
Proceedings of the Fourth ACM International Conference on Distributed Event-Based Systems
Dynamic publish/subscribe to meet subscriber-defined delay and bandwidth constraints
EuroPar'10 Proceedings of the 16th international Euro-Par conference on Parallel processing: Part I
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Novel peer-to-peer-based multiplayer online games are instantiated in an ad-hoc manner without the support of dedicated infrastructure and maintain their state in a distributed manner. Although their employed communication paradigms provide efficient access to sections of distributed state, such communication fails if the participants need to access large subsets of the application state in order to detect high-level situations. We propose a demonstration that shows how multiplayer online games can benefit from using publish/subscribe communication and complex event processing alongside their traditional communication paradigm.