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
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/ICDCSW.2006.9
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 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||