Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
XORs in the air: practical wireless network coding
Proceedings of the 2006 conference on Applications, technologies, architectures, and protocols for computer communications
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Dynamic Bandwidth Auctions in Multioverlay P2P Streaming with Network Coding
IEEE Transactions on Parallel and Distributed Systems
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
The delay region for P2P file transfer
ISIT'09 Proceedings of the 2009 IEEE international conference on Symposium on Information Theory - Volume 2
IEEE Transactions on Information Theory
IEEE Transactions on Information Theory
A Random Linear Network Coding Approach to Multicast
IEEE Transactions on Information Theory
Multicast with network coding in application-layer overlay networks
IEEE Journal on Selected Areas in Communications
Hi-index | 0.00 |
The popularity of online multiplayer games is ever-growing. Traditionally, networked games have relied on the client-server model for information sharing among players, putting a tremendous burden on the server and creates a single point of failure. Recently, there have been efforts to employ the peer-to-peer paradigm for gaming purposes, however, latency-sensitive action games still pose a formidable challenge. The main contribution of this paper is the design of a novel peer-to-peer gaming framework based on random linear network coding. We briefly evaluate the performance of the proposed framework; our initial results suggest a significant reduction in network latency that comes at the expense of a small data traffic overhead. Although further evaluation is clearly needed, we believe that our approach can be the foundation of a truly peer-to-peer communication architecture for networked games.