{"title":"基于点对点架构的大型多人在线游戏虚拟空间信息传播","authors":"Shin Ito, H. Saito, Hajime Sogawa, Y. Tobe","doi":"10.1109/ICDCSW.2006.9","DOIUrl":null,"url":null,"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.","PeriodicalId":333505,"journal":{"name":"26th IEEE International Conference on Distributed Computing Systems Workshops (ICDCSW'06)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":"{\"title\":\"A Propagation of Virtual Space Information Using a Peer-to-peer Architecture for Massively Multiplayer Online Games\",\"authors\":\"Shin Ito, H. Saito, Hajime Sogawa, Y. Tobe\",\"doi\":\"10.1109/ICDCSW.2006.9\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":333505,\"journal\":{\"name\":\"26th IEEE International Conference on Distributed Computing Systems Workshops (ICDCSW'06)\",\"volume\":\"14 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2006-07-04\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"12\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"26th IEEE International Conference on Distributed Computing Systems Workshops (ICDCSW'06)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICDCSW.2006.9\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"26th IEEE International Conference on Distributed Computing Systems Workshops (ICDCSW'06)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICDCSW.2006.9","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.