A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Bandwidth requirement and state consistency in three multiplayer game architectures
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Communication Architectures for Massive Multi-Player Games
Multimedia Tools and Applications
Partitioning crowded virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Improving the Performance of Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
Performance Modelling of Multicast Groups for Multiplayer Games in Peer-to-Peer Networks
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Presence: Teleoperators and Virtual Environments
Characterization of user behavior in a multi-player online game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Comparing interest management algorithms for massively multiplayer games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A publish subscribe support for networked multiplayer games
IMSA'07 IASTED European Conference on Proceedings of the IASTED European Conference: internet and multimedia systems and applications
A Latency-Aware Partitioning Method for Distributed Virtual Environment Systems
IEEE Transactions on Parallel and Distributed Systems
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
A publish subscribe support for networked multiplayer games
EurolMSA '07 Proceedings of the Third IASTED European Conference on Internet and Multimedia Systems and Applications
A partitioning method of balancing CPU utilization of servers in DVE
PDCN '08 Proceedings of the IASTED International Conference on Parallel and Distributed Computing and Networks
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
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Abstract In a distributed multi-user game, entities need to communicate their state information to other entities. Usually only a subset of the game's entities are interested in information being disseminated by any particular entity. In a large scale distributed game, broadcasting messages containing each information to all participants and applying a relevance filter at the end host is wasteful in both network and processing resources. We consider techniques that address this problem by dividing the entities into groups and using multicast communication to disseminate information to the groups which would be interested in such information. We investigate two grouping strategies: cell-based grouping and entity-based grouping. Our goal is to understand the tradeoffs between grouping overhead and communication overhead and compare the cost of both strategies under various conditions.