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
Link To Document :
بازگشت