Voronoi diagrams—a survey of a fundamental geometric data structure
ACM Computing Surveys (CSUR)
A group mobility model for ad hoc wireless networks
MSWiM '99 Proceedings of the 2nd ACM international workshop on Modeling, analysis and simulation of wireless and mobile systems
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Dynamic clustering in delaunay-based P2P networked virtual environments
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Characterizing user mobility in second life
Proceedings of the first workshop on Online social networks
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
A delaunay triangulation architecture supporting churn and user mobility in MMVEs
Proceedings of the 18th international workshop on Network and operating systems support for digital audio and video
Efficient triangulation for P2P networked virtual environments
Multimedia Tools and Applications
VoroGame: a hybrid P2P architecture for massively multiplayer games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Avatar movement in World of Warcraft battlegrounds
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
AOI cast by tolerance based compass routing in distributed virtual environments
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
Hi-index | 0.00 |
The increasing popularity of Multiplayer Online Games (MOGs) is revealing a huge interest from the research community. Many solutions exploiting P2P technologies have been proposed in order to overtake the limits of the centralized infrastructures. These solutions are based on the definition of a proper dynamic P2P overlay and exploit the concept of Area of Interest (AOI) to filter the information relevant for each player. An AOI-cast mechanism defines a spanning tree over the AOI so that the information generated by a player is propagated to all the players located in its AOI. Although most proposals are founded on solid basis, they are often validated through players' movement patterns that result different form those of a real MOG. This paper presents a set of mobility models for the evaluation of the AOI-cast. Together with classical mobility models, mobility patterns derived from popular MOGs, i.e. World of Warcraft(WoW) and Second Life(SL), are also presented. A novel mobility mobility model taking into account the WoW battleground scenarios is proposed. The proposed mobility models are exploited to evaluate an AOI-cast algorithm based on the definition of a Delaunay overlay. The experiments show that the AOI-cast mechanism we propose can be exploited in real scenarios only when a set of conditions hold.