Managing mutual awareness in collaborative virtual environments
VRST '94 Proceedings of the conference on Virtual reality software and technology
Three-tiered interest management for large-scale virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Massively multi-player games: matching game design with technical design
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 20th Workshop on Principles of Advanced and Distributed Simulation
AoIM in peer-to-peer multiplayer online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Relevance-Based adaptive event communication for mobile environments with variable qos capabilities
MMNS'05 Proceedings of the 8th international conference on Management of Multimedia Networks and Services
A framework to help designing innovative massively multiplayer online games interactions
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
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In this work-in-progress paper we present a relevance filtering scheme for a two-tier server architecture optimized for massive multiplayer online games. We distinguish between interest management of server tier game state and bandwidth adaptation of concentrator tier client link thresholds, making the concentrator tier totally application independent. An initial prototype has been implemented, demonstrating significant reductions in update event rate without loss of playability.