A case for 3D streaming on peer-to-peer networks
Proceedings of the eleventh international conference on 3D web technology
NGS: an application layer network game simulator
Proceedings of the 3rd Australasian conference on Interactive entertainment
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
Performance Enhancement in MMOGs Using Entity Types
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Computer Networks: The International Journal of Computer and Telecommunications Networking
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
A framework for scalable virtual worlds using spatially organized P2P networks
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
The HyperVerse: concepts for a federated and Torrent-based '3D Web'
International Journal of Advanced Media and Communication
Scalable reputation management with trustworthy user selection for P2P MMOGs
International Journal of Advanced Media and Communication
Selection strategies for peer-to-peer 3D streaming
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Efficient triangulation for P2P networked virtual environments
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
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
Voronoi models for distributed virtual environments
CoNEXT '08 Proceedings of the 2008 ACM CoNEXT Conference
An incremental SMLAOI algorithm for progressive downloading large scale WebVR scenes
Proceedings of the 14th International Conference on 3D Web Technology
Efficient management of resources and entities using the HyVonNe P2P architecture
International Journal of Grid and Utility Computing
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
Efficient triangulation for P2P networked virtual environments
Multimedia Tools and Applications
Secure peer-to-peer 3D streaming
Multimedia Tools and Applications
An algorithm for measurement and detection of path cheating in virtual environments
VECIMS'09 Proceedings of the 2009 IEEE international conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems
VoroGame: a hybrid P2P architecture for massively multiplayer games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
AOI-cast strategies for P2P massively multiplayer online games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Adaptive Web3D virtual learning environment using interest management
WBE '08 Proceedings of the Seventh IASTED International Conference on Web-based Education
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
NETWORKING'07 Proceedings of the 6th international IFIP-TC6 conference on Ad Hoc and sensor networks, wireless networks, next generation internet
Nomad: virtual environments on P2P voronoi overlays
OTM'07 Proceedings of the 2007 OTM Confederated international conference on On the move to meaningful internet systems - Volume Part II
Ensuring the performance and scalability of peer-to-peer distributed virtual environments
Future Generation Computer Systems
Event semantics in event dissemination architectures for massive multiuser virtual environments
Proceedings of the Fourth ACM International Conference on Distributed Event-Based Systems
Distributed avatar management for Second Life
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
Badumna: A decentralised network engine for virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
A Walkable Kademlia network for virtual worlds
IPTPS'09 Proceedings of the 8th international conference on Peer-to-peer systems
Proceedings of the Fourteenth International Database Engineering & Applications Symposium
International Journal of Advanced Media and Communication
Integration of P2P and clouds to support massively multiuser virtual environments
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
IEEE/ACM Transactions on Networking (TON)
Designing benchmarks for P2P systems
From active data management to event-based systems and more
Towards an adaptive event dissemination middleware for MMVEs
Proceedings of the 5th ACM international conference on Distributed event-based system
Streaming and synchronization of multi-user worlds through HTTP/1.1
Proceedings of the 16th International Conference on 3D Web Technology
Collaborative Interest Management for Peer-to-Peer Networked Virtual Environment
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
A Parallel Interest Matching Algorithm for Distributed-Memory Systems
DS-RT '11 Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications
FloRA: flock-based resource allocation for decentralized distributed virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
A scalable peer-to-peer-overlay for real-time massively multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Evaluating compass routing based AOI-cast by MOGs mobility models
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
A framework for experimenting distributed connectivity strategies in DVEs
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Enhancement of Collaborative Interest Management Mechanism for P2P Networked Virtual Environment
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
SParTSim: A Space Partitioning Guided by Road Network for Distributed Traffic Simulations
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
An interest management scheme for mobile peer-to-peer systems
Proceedings of the Winter Simulation Conference
A mechanized model for CAN protocols
FASE'13 Proceedings of the 16th international conference on Fundamental Approaches to Software Engineering
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
Hierarchical interest management for distributed virtual environments
Proceedings of the 2013 ACM SIGSIM conference on Principles of advanced discrete simulation
Generation of synthetic workloads for multiplayer online gaming benchmarks
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
Peer-to-Peer overlays for online games
Benchmarking Peer-to-Peer Systems
OneSim: Scaling Second Life with Kiwano
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Modeling Avatar Mobility of Networked Virtual Environments
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Characterization of Human Mobility in Networked Virtual Environments
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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The scalability of large-scale networked virtual environments (NVEs) such as today's massively multiplayer online games (MMOGs) faces inherent limits imposed by client-server architectures. We identify an emerging research direction that applies peer-to-peer (P2P) networks in order to realize more scalable and affordable NVEs. The central issue for P2P-based NVE (P2P-NVE) systems is to correctly and efficiently maintain the topology of all participating peers by solving the neighbor discovery problem. We also propose the Voronoi-based overlay network (VON), a simple and efficient design that maintains the P2P topology in a fully-distributed, low-latency, and message-efficient manner. Simulation results show that by bounding the per-node resource consumption, VON can be fundamentally more scalable than existing methods while achieving high topology consistency and reliability