The decoupled simulation model for virtual reality systems
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
NPSNET: a multi-player 3D virtual environment over the Internet
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
NetEffect: a network architecture for large-scale multi-user virtual worlds
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Effective remote modeling in large-scale distributed simulation and visualization environments
Effective remote modeling in large-scale distributed simulation and visualization environments
Massively Multiplayer Game Developemnt
Massively Multiplayer Game Developemnt
Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
EM-an environment manager for building networked virtual environments
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
An Efficient Synchronization Mechanism for Mirrored Game Architectures
Multimedia Tools and Applications
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Mitigating information exposure to cheaters in real-time strategy games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Peer clustering: a hybrid approach to distributed virtual environments
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A platform for dynamic microcell redeployment in massively multiplayer online games
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
GBLT: Load Distribution Method for High Density by User Behavior in MMO Virtual Environment
AINA '09 Proceedings of the 2009 International Conference on Advanced Information Networking and Applications
The MR Toolkit Peers Package and experiment
VRAIS '93 Proceedings of the 1993 IEEE Virtual Reality Annual International Symposium
DIVE A multi-user virtual reality system
VRAIS '93 Proceedings of the 1993 IEEE Virtual Reality Annual International Symposium
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Massively Multiplayer Online (MMO) games have large-scale virtual environments. Here, we propose a load distribution technique called the Group Based Load-distribution Technique with Virtual Group (GBLT-VG) that utilizes Peer-to-Peer (P2P) communication to maintain scalability under high user density conditions in MMO virtual environments. A common problem of P2P virtual environments is that user group behavior frequently generates high user density conditions. Existing techniques to manage the virtual environment cannot maintain performance in such high user density situations. The proposed technique, GBLT-VG, reduces area management loads of manager peers by introducing a new manager who manages a user neighbor group. GBLT-VG forms the user neighbor group efficiently by using party function under high user density conditions caused by users' cooperative behaviors. In addition, GBLT-VG reduce the management load by using a virtual group when a number of parties is small, thereby decreasing the existing managers' loads dynamically. This paper also presents simulation results demonstrating how GBLT-VG can reduce the average number of users managed by the server.