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AoIM in peer-to-peer multiplayer online games

机译:点对点多人在线游戏中的AoIM

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摘要

MMOG are very large distributed applications, sharing very large states, and supporting communication between potentially thousands of player nodes. Despite the development of many solutions to define suitable architecture and communication protocol, and enabling efficient deployment of these types of applications, many issues remains which still require a solution. In this paper we discuss MMOG deployed over a Peer-to-Peer architecture, supporting a distributed model of systems with shared state and we address issues related to scalability, interest management and communication. We identify an efficient partitioning and distribution of the shared state as an important aspect in such models and propose a hierarchical multi-level interest management algorithm which enables contextual communication between peers. Experiments have been carried out and show the performance of the approach.
机译:MMOG是非常大的分布式应用程序,共享非常大的状态,并支持潜在的数千个播放器节点之间的通信。尽管开发了许多解决方案来定义合适的体系结构和通信协议,并能够有效部署这些类型的应用程序,但仍然存在许多问题,仍然需要解决方案。在本文中,我们讨论了在对等体系结构上部署的MMOG,它支持具有共享状态的系统的分布式模型,并且我们解决了与可伸缩性,兴趣管理和通信相关的问题。我们将共享状态的有效划分和分布确定为此类模型中的重要方面,并提出了一种分层的多级兴趣管理算法,该算法可实现对等体之间的上下文通信。实验已经进行,并显示了该方法的性能。

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