ACM Transactions on Programming Languages and Systems (TOPLAS)
ACM Transactions on Computer Systems (TOCS)
A case for end system multicast (keynote address)
Proceedings of the 2000 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
Bayeux: an architecture for scalable and fault-tolerant wide-area data dissemination
NOSSDAV '01 Proceedings of the 11th international workshop on Network and operating systems support for digital audio and video
Chord: A scalable peer-to-peer lookup service for internet applications
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
A scalable content-addressable network
Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
Distributed Algorithms
Scalable application layer multicast
Proceedings of the 2002 conference on Applications, technologies, architectures, and protocols for computer communications
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
Middleware '01 Proceedings of the IFIP/ACM International Conference on Distributed Systems Platforms Heidelberg
Application-Level Multicast Using Content-Addressable Networks
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Low latency and cheat-proof event ordering for peer-to-peer games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
Mercury: supporting scalable multi-attribute range queries
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Scribe: a large-scale and decentralized application-level multicast infrastructure
IEEE Journal on Selected Areas in Communications
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Computer Networks: The International Journal of Computer and Telecommunications Networking
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
QuON: a quad-tree-based overlay protocol for distributed virtual worlds
International Journal of Advanced Media and Communication
NETWORKING'07 Proceedings of the 6th international IFIP-TC6 conference on Ad Hoc and sensor networks, wireless networks, next generation internet
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
A scalable architecture for massive multi-player online games using peer-to-peer overlay
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
Workload characterization in multiplayer online games
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
NSS'12 Proceedings of the 6th international conference on Network and System Security
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
SPEX: scalable spatial publish/subscribe for distributed virtual worlds without borders
Proceedings of the 5th ACM Multimedia Systems Conference
Hi-index | 0.00 |
We are concerned with the fundamental problem of event ordering in multiplayer peer-to-peer games. Event ordering, even without faults, requires all-to-all message passing with at least two rounds of communication \cite{keidar01}. Multiplayer games add real-time constraints to this scenario. To meet this challenge, we develop an event scoping mechanism that uses N-Trees for event propagation. Unlike traditional application-layer multicast, N-Trees organize peers by their application-level scope of interest, instead of by their delay-based shortest-path tree. This organization allows peers which are close by in the virtual world to order events without needing to communicate with other peers that are farther away. We show the asymptotic analysis of N-Trees indicates that they will perform well for scalable peer-to-peer event ordering. We also provide an analysis of N-Trees in comparison to other distributed architectures for peer-to-peer games.