The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Using n-trees for scalable event ordering in peer-to-peer games
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
Scaling in Games & Virtual Worlds
Queue - Game Development
Matrix: adaptive middleware for distributed multiplayer games
Proceedings of the ACM/IFIP/USENIX 2005 International Conference on Middleware
Adaptive Update Propagation for Low-Latency Massively Multi-User Virtual Environments
ICCCN '09 Proceedings of the 2009 Proceedings of 18th International Conference on Computer Communications and Networks
Avatar movement in World of Warcraft battlegrounds
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft
CLOUD '10 Proceedings of the 2010 IEEE 3rd International Conference on Cloud Computing
VSO: Self-Organizing Spatial Publish Subscribe
SASO '11 Proceedings of the 2011 IEEE Fifth International Conference on Self-Adaptive and Self-Organizing Systems
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
Granola: low-overhead distributed transaction coordination
USENIX ATC'12 Proceedings of the 2012 USENIX conference on Annual Technical Conference
Innesto: A Searchable Key/Value Store for Highly Dimensional Data
CLOUDCOM '13 Proceedings of the 2013 IEEE International Conference on Cloud Computing Technology and Science - Volume 01
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Existing architectures designed to host large-scale virtual environments (VEs) use a variety of approaches, but they often limit the interaction range with other users or with the VE. How densely users can populate a given region is also limited by the hosting machine's CPU or bandwidth resources. We are motivated to remove such restrictions and present SPEX, an infrastructure that supports scalable spatial publish/subscribe for VE applications. SPEX is scalable and fault-tolerant, with adaptive load balancing and low latency as its key features. It is designed for the state and overlay management in VEs with many concurrent users. We evaluate a practical SPEX implementation within Amazon's EC2 Cloud and present a feasible approach to supporting 750 users across a continent with low latency, opening the possibility for hosting fast-paced games (e.g., first-person shooters) or applications on a large-scale.