Bounded ignorance: a technique for increasing concurrency in a replicated system
ACM Transactions on Database Systems (TODS)
A concurrency control framework for collaborative systems
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Design and evaluation of a conit-based continuous consistency model for replicated services
ACM Transactions on Computer Systems (TOCS)
ACM Computing Surveys (CSUR)
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Rokkatan: scaling an RTS game design to the massively multiplayer realm
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
A3: A Novel Interest Management Algorithm for Distributed Simulations of MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Data-aware connectivity in mobile replicated systems
Proceedings of the Eighth ACM International Workshop on Data Engineering for Wireless and Mobile Access
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Vector-field consistency for ad-hoc gaming
MIDDLEWARE2007 Proceedings of the 8th ACM/IFIP/USENIX international conference on Middleware
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Although massive multiplayer online games have been gaining most popularity over the years, real-time strategy (RTS) has not been considerate a strong candidate for using this model because of the limited number of players supported, large number of game entities and strong consistency requirements. To deal with this situation, concepts such as continuous consistency and location-awareness have proven to be extremely useful in order to confine areas with consistency requirements. The combination between these two concepts results on a powerful technique in which the player's location and divergence boundaries are directly linked, providing the player the most accurate information about objects inside his area-of-interest. The VFC model achieves a balance between the notions of continuous consistency and location-awareness by defining multiple zones of consistency around the player's location (pivot) with different divergence boundaries. In this work we propose VFC-RTS, an adaptation of the VFC model, characterized for establishing consistency degrees, to the RTS scenario. We describe how the concepts of the original VFC model were adapt to the RTS paradigm and propose an architecture for a generic middleware. Later, we apply our solution to an open source, multi-platform RTS game with full consistency requirements and evaluate the results to define the success of this work.