A Taxonomy for Networked Virtual Environments
IEEE MultiMedia
Load Balancing for Distributed Virtual Reality Systems
SIBGRAPHI '98 Proceedings of the International Symposium on Computer Graphics, Image Processing, and Vision
A multi-user framework supporting video-based avatars
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Comparison of delivery architectures for immersive audio in crowded networked games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
A federated peer-to-peer network game architecture
IEEE Communications Magazine
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Most Massively Multiplayer Online Games use client-server architecture and thereby bottlenecks in a single server have been a hot issue One feasible option for the streaming scenario is to consider the federated peer-to-peer model, where multiple reflectors are put between clients to deliver packets In this paper, we find that although the reflectors may handle multimedia stream to a certain degree, they often become bottlenecks, particularly when client distribution is skewed To solve the reflector bandwidth bottleneck problem of the federated peer-to-peer model, we propose a traffic distribution model, and then show that the proposed scheme successfully reduces the peak traffic of an overloaded reflector to less than twice the average traffic size To evaluate the efficiency of the proposed scheme, we also measured the duration of the distribution process and the additional load of the peak, which is caused at the initial buffering process just before the distribution.