Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
Indexing the positions of continuously moving objects
SIGMOD '00 Proceedings of the 2000 ACM SIGMOD international conference on Management of data
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
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Proceedings of the 2001 conference on Applications, technologies, architectures, and protocols for computer communications
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SOSP '01 Proceedings of the eighteenth ACM symposium on Operating systems principles
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Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems
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Tapestry: An Infrastructure for Fault-tolerant Wide-area Location and
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Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Scalable peer-to-peer networked virtual environment
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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Hydra: a massively-multiplayer peer-to-peer architecture for the game developer
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Mediator: a design framework for P2P MMOGs
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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MM '08 Proceedings of the 16th ACM international conference on Multimedia
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
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Efficient triangulation for P2P networked virtual environments
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
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An adaptive latency mitigation scheme for massively multiuser virtual environments
Journal of Network and Computer Applications
A hybrid P2P communications architecture for zonal MMOGs
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Using geometrical routing for overlay networking in MMOGs
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Efficient triangulation for P2P networked virtual environments
Multimedia Tools and Applications
VoroGame: a hybrid P2P architecture for massively multiplayer games
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
AOI-cast strategies for P2P massively multiplayer online games
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Design issues for Peer-to-Peer Massively Multiplayer Online Games
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Deadline-Driven Auctions for NPC host allocation in P2P MMOGs
International Journal of Advanced Media and Communication
Nomad: virtual environments on P2P voronoi overlays
OTM'07 Proceedings of the 2007 OTM Confederated international conference on On the move to meaningful internet systems - Volume Part II
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
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Computer Networks: The International Journal of Computer and Telecommunications Networking
Collaborative Interest Management for Peer-to-Peer Networked Virtual Environment
PADS '11 Proceedings of the 2011 IEEE Workshop on Principles of Advanced and Distributed Simulation
APRICOD: a distributed caching middleware for fast content discovery of non-continuous media access
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Design implications of social interaction in online games
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Adaptive event dissemination for peer-to-peer multiplayer online games
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
SParTSim: A Space Partitioning Guided by Road Network for Distributed Traffic Simulations
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
Adaptive consistency for replicated state in real-time-strategy multiplayer games
Proceedings of the 11th International Workshop on Adaptive and Reflective Middleware
Dictionary data structures for smartphone devices
Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments
An interest management scheme for mobile peer-to-peer systems
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ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
IMAIDS: intelligent mobile agent-based intrusion detection system
Proceedings of the 51st ACM Southeast Conference
Generation of synthetic workloads for multiplayer online gaming benchmarks
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Synchronised range queries in distributed simulations of multiagent systems
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
Peer-to-Peer overlays for online games
Benchmarking Peer-to-Peer Systems
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In this paper we propose a fully distributed peer-to-peer (P2P) infrastructure supporting Networked Virtual Environment (NVE) applications, such as massively multiplayer online games (MMOG). While many attempts have been made to tackle one of the most challenging issues in MMOGs - interest management, none of them are considered truly successful. Our architecture is a hybrid scheme focusing on NVEs' interest management. Our scheme takes the advantage of both structured overlay, i.e. Distributed Hash Table (DHT), and the unstructured P2P architecture. It not only has more stable and consistent performance with respect to neighbor discovery, but also is more scalable and fault tolerant than the existing approaches. Unlike other hexagonal zoning approaches in which each participant has a discrete view of the virtual world, our zoning design guarantees that all participants have a continuous view. Moreover, our novel hierarchical architecture and the message dissemination algorithm greatly save network bandwidth and alleviate each node's workload. We implemented our infrastructure running on top of an emulated network. We also implemented a simple game simulation and a visualization tool to demonstrate and visualize our infrastructure.