NPSNET: constructing a 3D virtual world
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Geometric algorithms for message filtering in decentralized virtual environments
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Enabling scalability by partitioning virtual environments using frontier sets
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Badumna: A decentralised network engine for virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
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
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Message filtering is important for distributed multiagent systems, where a large number of dynamic agents participate in the system activity, but a typical agent is interested in only a very small dynamic subset of the other agents. The agent must be constantly informed on the status of this subset, and this is achieved by message passing between relevant agents. Message filtering is required to reduce the communications load on the system, which could be prohibitive if each agent must communicate with all others in order to obtain the information it needs. This paper deals with the case of a multiagent virtual environment, where each agent has a location in 2D space, and is interested in a small subset of the other agents, either those within a fixed range--as treated by previous authors, or the k other agents nearest to it--treated here for the first time. Furthermore, we treat the case of a fully distributed system, where no central server(s) are available to coordinate between the agents, The main challenge is then to design protocols that perform significant message filtering, yet enable each agent to maintain a consistent image of the other agents it is interested in. These protocols are useful in multi-agent games, simulations, and other virtual environments in which the geometric relationships between agents are important. They could also be useful for mobile-commerce and cellphone-based gaming applications.