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A scalable approach to real-time Multiplayer Online in-game advertisement via Peer-to-Peer

机译:通过对等网络实时扩展多人在线游戏广告的可扩展方法

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Multiplayer Online Games (MOG) in-game advertisements require dynamic delivery of large images for potentially hundreds of concurrent users. We present an approach for a scalable advertisement image delivery mechanism using the BitTorrent Peer-to-Peer (P2P) protocol. Simulations were conducted comparing a client-server model and our proposed model, where each MOG player acts as a P2P node in the overall advertisement delivery system. We observed that even with 15 nodes, the client-server model exhibits scalability issues whilst our proposal has linear scalability. Furthermore, we have also illustrated that MOG players leaving or node failures does not impact our proposed architecture's scalability.
机译:多人在线游戏(MOG)游戏内广告要求为潜在的数百个并发用户动态交付大图像。我们提出一种使用BitTorrent对等(P2P)协议的可扩展广告图像传递机制的方法。进行了仿真,比较了客户-服务器模型和我们提出的模型,其中每个MOG播放器在整个广告投放系统中充当P2P节点。我们观察到,即使有15个节点,客户端-服务器模型也存在可伸缩性问题,而我们的建议却具有线性可伸缩性。此外,我们还说明了MOG播放器离开或节点故障不会影响我们提出的体系结构的可伸缩性。

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