基于点对点架构的大型多人在线游戏虚拟空间信息传播

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

摘要

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