• DocumentCode
    1035661
  • Title

    Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures

  • Author

    Palazzi, Claudio E. ; Ferretti, Stefano ; Cacciaguerra, Stefano ; Roccetti, Marco

  • Author_Institution
    Dipartimento di Sci. dell´´ Informazione, Bologna Univ.
  • Volume
    8
  • Issue
    4
  • fYear
    2006
  • Firstpage
    874
  • Lastpage
    879
  • Abstract
    Since the expansion of their market and their challenging requirements, massively multiplayer online games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context mirrored game server architectures and adapting RED (random early detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the player´s side
  • Keywords
    computer games; software architecture; delivery synchronization; game evolution fluency; game state consistency; interactivity-loss avoidance; massively multiplayer online games; mirrored game architectures; mirrored game server architectures; network queuing management; random early detection techniques; Acceleration; Art; Computer science; Delay; Internet; Large-scale systems; Mirrors; Network servers; Protocols; Scalability; Consistency; event delivery service; interactivity; massively multiplayer online game; online entertainment;
  • fLanguage
    English
  • Journal_Title
    Multimedia, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1520-9210
  • Type

    jour

  • DOI
    10.1109/TMM.2006.876229
  • Filename
    1658047