Splitting overlay network for peer-to-peer-based massively multiplayeronline games
dc.contributor.author | Liu, Cheng | |
dc.contributor.author | Cai, Wentong | |
dc.contributor.editor | Erfurth, Christian | |
dc.contributor.editor | Eichler, Gerald | |
dc.contributor.editor | Schau, Volkmar | |
dc.date.accessioned | 2019-02-20T10:21:04Z | |
dc.date.available | 2019-02-20T10:21:04Z | |
dc.date.issued | 2009 | |
dc.description.abstract | Massively Multiplayer Online Games (MMOGs) gradually become one of the most popular internet applications. Traditional client-server architecture is widely used in MMOGs' deployment, but its scalability and maintenance are limited mostly by servers. Peer-to-Peer (P2P) architecture, which attempts to make use of computer resources from the computers in the network, is considered to be a candidate infrastructure for MMOGs. In this paper, we investigate some related work and propose an algorithm to split overlay network for P2P-based MMOGs. We show the benefit of splitting the overlay network in reducing lookup latency of game objects through experiments and analytical analysis. | en |
dc.identifier.isbn | 978-3-88579-242-9 | |
dc.identifier.pissn | 1617-5468 | |
dc.identifier.uri | https://dl.gi.de/handle/20.500.12116/20423 | |
dc.language.iso | en | |
dc.publisher | Gesellschaft für Informatik e.V. | |
dc.relation.ispartof | 9th International Conference On Innovative Internet Community Systems I2CS 2021 | |
dc.relation.ispartofseries | Lecture Notes in Informatics (LNI) - Proceedings, Volume P-148 | |
dc.title | Splitting overlay network for peer-to-peer-based massively multiplayeronline games | en |
dc.type | Text/Conference Paper | |
gi.citation.endPage | 168 | |
gi.citation.publisherPlace | Bonn | |
gi.citation.startPage | 157 | |
gi.conference.date | June 15-17, 2009 | |
gi.conference.location | Jena | |
gi.conference.sessiontitle | Regular Research Papers |
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