{"title":"通过P2P八卦减少MMOG中的服务器负载","authors":"E. Carlini, L. Ricci, M. Coppola","doi":"10.1109/NetGames.2012.6404015","DOIUrl":null,"url":null,"abstract":"A fundamental problem for the development of Massively Multiplayer Online Games (MMOGs) is the definition of a mechanism supporting interest management, i.e. determining all the entities of the virtual world that are relevant for a given peer. To this end, we propose a hybrid architecture combining centralized and P2P solutions. Our proposal exploits a P2P gossip-based approach supporting a best-effort resolution of interest management, so that it can be mostly supported through the P2P overlay, with minimal intervention of a centralized entity.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"67 1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"20","resultStr":"{\"title\":\"Reducing Server Load in MMOG via P2P Gossip\",\"authors\":\"E. Carlini, L. Ricci, M. Coppola\",\"doi\":\"10.1109/NetGames.2012.6404015\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A fundamental problem for the development of Massively Multiplayer Online Games (MMOGs) is the definition of a mechanism supporting interest management, i.e. determining all the entities of the virtual world that are relevant for a given peer. To this end, we propose a hybrid architecture combining centralized and P2P solutions. Our proposal exploits a P2P gossip-based approach supporting a best-effort resolution of interest management, so that it can be mostly supported through the P2P overlay, with minimal intervention of a centralized entity.\",\"PeriodicalId\":279768,\"journal\":{\"name\":\"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"volume\":\"67 1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-11-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"20\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/NetGames.2012.6404015\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NetGames.2012.6404015","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A fundamental problem for the development of Massively Multiplayer Online Games (MMOGs) is the definition of a mechanism supporting interest management, i.e. determining all the entities of the virtual world that are relevant for a given peer. To this end, we propose a hybrid architecture combining centralized and P2P solutions. Our proposal exploits a P2P gossip-based approach supporting a best-effort resolution of interest management, so that it can be mostly supported through the P2P overlay, with minimal intervention of a centralized entity.