In this paper we introduce zone code to manage a Content-Addressable Network for Distributed Simulations (CANS),which simulates two-dimensional worlds (for example MMVE games or city traffic simulations).CANS inherits from CAN the basic concepts of splitting a rectangular area into zones which are then assigned to peers.The peers carry out the simulation for the zone assigned to them.The area should be split in such a way that there is as little communication between the peers as possible.This is the case for quadratic zones,because then a car or player needs in average the maximum time to cross a zone.A problem of CAN is the re-organization of the area into (ideally) equally sized rectangular zones upon peers leaving the system.Therefore,we introduce zone code which helps to reorganize the area when peers leave.
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