A Propagation of Virtual Space Information Using a Peer-to-peer Architecture for Massively Multiplayer Online Games

Shin Ito, H. Saito, Hajime Sogawa, Y. Tobe
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引用次数: 12

Abstract

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.
基于点对点架构的大型多人在线游戏虚拟空间信息传播
大型多人在线游戏(MMOG)是一种通过互联网在虚拟空间中进行多人游戏的游戏,它的传播是当今互联网的主要话题之一。MMOG的典型体系结构基于客户机-服务器(C/S)模型。由于流量集中在服务器上,服务器和客户机之间的响应时间正在增加。为了克服这个问题,我们提出了一种利用点对点(P2P)组播来传播客户端信息的新方法。在该方法中,客户端可以在不广播的情况下发送各自的信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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