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Using Zone Code to Manage a Content-Addressable Network for Distributed Simulations

机译:使用区域代码来管理分布式仿真的内容可寻址网络

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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.
机译:在本文中,我们介绍了区域代码来管理分布式仿真(CANS)的内容寻址网络,该网络可模拟二维世界(例如MMVE游戏或城市交通仿真).CANS从CAN继承了分割矩形区域的基本概念。划分为区域,然后分配给对等体。对等体对分配给他们的区域进行仿真。区域的划分方式应使对等体之间的通信尽可能少。 ,因为汽车或玩家平均需要平均时间才能穿越区域。CAN的问题是在同伴离开系统后将区域重新组织成(理想)大小相等的矩形区域。因此,我们介绍区域代码当同伴离开时,这有助于重组区域。

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