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)
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
Service Overlay Networks: SLAs, QoS and Bandwidth Provisioning
ICNP '02 Proceedings of the 10th IEEE International Conference on Network Protocols
Developing Online Games: An Insider's Guide
Developing Online Games: An Insider's Guide
Behavior and Performance of Interactive Multi-Player Game Servers
Cluster Computing
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)
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
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Distributed Virtual Environments (DVEs) are distributed systems that allow multiple geographically distributed clients (users) to interact simultaneously in a computer-generated, shared virtual world. Applications of DVEs can be seen in many areas nowadays, such as online games, military simulations, collaborative designs, etc. To support large-scale DVEs with real-time interactions among thousands or more distributed clients, a geographically distributed server architecture (GDSA) is generally needed, and the virtual world can be partitioned into many distinct zones to distribute the load among the servers. Due to the geographic distributions of clients and servers in such architectures, it is essential to efficiently assign the participating clients to servers to enhance users' experience in interacting within the DVE. This problem is termed the client assignment problem. In this paper, we propose a two-phase approach, consisting of an initial assignment phase and a refined assignment phase to address this problem. Both phases are shown to be NP-hard, and several heuristic assignment algorithms are then devised based on this two-phase approach. Via extensive simulation studies with realistic settings, we evaluate these algorithms in terms of their performances in enhancing interactivity of the DVE.