Scalable AOI-Cast for Peer-to-Peer Networked Virtual Environments
ICDCSW '08 Proceedings of the 2008 The 28th International Conference on Distributed Computing Systems Workshops
Scaling in Games & Virtual Worlds
Queue - Game Development
Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft
CLOUD '10 Proceedings of the 2010 IEEE 3rd International Conference on Cloud Computing
Scaling online games with adaptive interest management in the cloud
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
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Virtual environments (VEs) such as Massively Multiplayer Online Games have grown in popularity over recent years. However, existing architectures have yet been able to support over one million concurrent users in a single world. A key challenge involved is to allow entities in a VE to discover other relevant entities in constant time regardless of entity distributions. A scalable spatial publish / subscribe (SPS) service, where entities can specify a subscription area and receive messages published by other entities to an area, may be a flexible and fundamental primitive. We describe Voronoi Self-organizing Overlay (VSO), which extends a Voronoi-based Overlay Network (VON) to support SPS operations in constant time and performs automatic load balancing. New classes of million-scale VEs may thus be built.