26th IEEE International Conference on Distributed Computing Systems Workshops (ICDCSW'06)
A Propagation of Virtual Space Information Using a Peer-to-peer Architecture for Massively Multiplayer Online Games
Lisboa, Portugal
July 04-July 07
ISBN: 0-7695-2541-5
The spread of Massively Multiplayer Online Game (MMOG) which is the multiplayer playing game in virtual space via the Internet is the one of major topic in today?s Internet. A typical architecture of MMOG is based on a client-server (C/S) model. Because of the traffic that concentrates at the server, the response time between the server and clients is being increased. In this paper, to overcome this problem, we propose a novel method of propagating information of clients using peer-to-peer (P2P) multicast. In the proposed method, the clients can send their information without broadcasting to each other.
Citation:
Shin Ito, Hiroki Saito, Hajime Sogawa, Yoshito Tobe, "A Propagation of Virtual Space Information Using a Peer-to-peer Architecture for Massively Multiplayer Online Games," icdcsw, pp.44, 26th IEEE International Conference on Distributed Computing Systems Workshops (ICDCSW'06), 2006