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Splitting overlay network for peer-to-peer-based massively multiplayeronline games

dc.contributor.authorLiu, Cheng
dc.contributor.authorCai, Wentong
dc.contributor.editorErfurth, Christian
dc.contributor.editorEichler, Gerald
dc.contributor.editorSchau, Volkmar
dc.date.accessioned2019-02-20T10:21:04Z
dc.date.available2019-02-20T10:21:04Z
dc.date.issued2009
dc.description.abstractMassively 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.isbn978-3-88579-242-9
dc.identifier.pissn1617-5468
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/20423
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartof9th International Conference On Innovative Internet Community Systems I2CS 2021
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-148
dc.titleSplitting overlay network for peer-to-peer-based massively multiplayeronline gamesen
dc.typeText/Conference Paper
gi.citation.endPage168
gi.citation.publisherPlaceBonn
gi.citation.startPage157
gi.conference.dateJune 15-17, 2009
gi.conference.locationJena
gi.conference.sessiontitleRegular Research Papers

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