An Efficient Partitioning Algorithm for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Priority Scheduling for Networked Virtual Environments
IEEE Computer Graphics and Applications
An ACS-Based Partitioning Method for Distributed Virtual Environment Systems
IPDPS '03 Proceedings of the 17th International Symposium on Parallel and Distributed Processing
Architectures Supporting e-Learning through Collaborative Virtual Environments: The Case of INVITE
ICALT '01 Proceedings of the IEEE International Conference on Advanced Learning Technologies
Time-space consistency in large-scale distributed virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Convex Optimization
Managing latency and fairness in networked games
Communications of the ACM - Entertainment networking
Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Update Scheduling for Improving Consistency in Distributed Virtual Environments
IEEE Transactions on Parallel and Distributed Systems
Avatar movement in World of Warcraft battlegrounds
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
The SIMNET virtual world architecture
VRAIS '93 Proceedings of the 1993 IEEE Virtual Reality Annual International Symposium
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The primary task of distributed virtual environments (DVEs) is to maintain a consistent view of the virtual world among all users. Multi-server architecture has been shown to have good scalability to support a large population of users in DVEs. However, some of the servers' resources like CPU, memory and network bandwidth can still get saturated as the scale of DVE increases. In this case, state updates cannot be disseminated timely and the consistency of the virtual world cannot be guaranteed. In this paper, we investigate how to efficiently use the limited resources for state update to minimize inconsistency in multi-server DVEs. Using time-space inconsistency metric, we firstly prove that periodic state update will result in minimal inconsistency for each replica. Then, in order to determine the optimal update periods for replicas to minimize the total time-space inconsistency of the DVE, we formulate the problem as a convex optimization problem with inequality constraints. Finally, an interior point method is adopted to solve the problem and the performance is evaluated using simulation results.