{"title":"通过中介减少分布式虚拟环境的迁移延迟","authors":"B. Kim, Dongkee Won, D. An, S. Chung","doi":"10.1109/ISITC.2007.74","DOIUrl":null,"url":null,"abstract":"To achieve the scalability, which is one of important research topics on the distributed virtual environment (DVE), the seamless architecture is usually used. In a seamless game world, a player may be unknowingly interacting with objects that are actually being controlled by multiple game processes or servers. The game world is divided into several small pieces and managed by a cluster of game servers. Despite the efforts of developers, gamers are suffered from huge message traffic which comes from the chatting between gamers and the rendering of scene. This paper presents a method for the reducement of migration latency between game servers. Usually, message traffic reaches the peak when a player character is willing to move and is moving to other field server. MigAgent, introduced in this paper, mediates this kind of gamers to minimize traffic and to prepare for unexpected situation.","PeriodicalId":394071,"journal":{"name":"2007 International Symposium on Information Technology Convergence (ISITC 2007)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Reducing Migration Latency for Distributed Virtual Environments by Mediation\",\"authors\":\"B. Kim, Dongkee Won, D. An, S. Chung\",\"doi\":\"10.1109/ISITC.2007.74\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"To achieve the scalability, which is one of important research topics on the distributed virtual environment (DVE), the seamless architecture is usually used. In a seamless game world, a player may be unknowingly interacting with objects that are actually being controlled by multiple game processes or servers. The game world is divided into several small pieces and managed by a cluster of game servers. Despite the efforts of developers, gamers are suffered from huge message traffic which comes from the chatting between gamers and the rendering of scene. This paper presents a method for the reducement of migration latency between game servers. Usually, message traffic reaches the peak when a player character is willing to move and is moving to other field server. MigAgent, introduced in this paper, mediates this kind of gamers to minimize traffic and to prepare for unexpected situation.\",\"PeriodicalId\":394071,\"journal\":{\"name\":\"2007 International Symposium on Information Technology Convergence (ISITC 2007)\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-11-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2007 International Symposium on Information Technology Convergence (ISITC 2007)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISITC.2007.74\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2007 International Symposium on Information Technology Convergence (ISITC 2007)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISITC.2007.74","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Reducing Migration Latency for Distributed Virtual Environments by Mediation
To achieve the scalability, which is one of important research topics on the distributed virtual environment (DVE), the seamless architecture is usually used. In a seamless game world, a player may be unknowingly interacting with objects that are actually being controlled by multiple game processes or servers. The game world is divided into several small pieces and managed by a cluster of game servers. Despite the efforts of developers, gamers are suffered from huge message traffic which comes from the chatting between gamers and the rendering of scene. This paper presents a method for the reducement of migration latency between game servers. Usually, message traffic reaches the peak when a player character is willing to move and is moving to other field server. MigAgent, introduced in this paper, mediates this kind of gamers to minimize traffic and to prepare for unexpected situation.