pSense - Maintaining a Dynamic Localized Peer-to-Peer Structure for Position Based Multicast in Games

pSense - Maintaining a Dynamic Localized Peer-to-Peer Structure for Position Based Multicast in Games
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pSense - 为游戏中基于位置的多播维护动态本地化点对点结构

DOI:
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发表时间:
2008
期刊:
2008 Eighth International Conference on Peer-to-Peer Computing
影响因子:
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通讯作者:
A. Buchmann
A. Buchmann
中科院分区:
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文献类型:
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作者:
Arne Schmieg;Michael Stieler;Sebastian Jeckel;P. Kabus;Bettina Kemme;A. Buchmann

文献摘要

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本文提出了一种创建和维护动态局部点对点覆盖网络的算法,其主要应用于大型多人游戏。在这些游戏中,玩家生活在一个拥有成千上万玩家的大型游戏世界中,但每个玩家的视野范围通常都是有限的。在我们的解决方案中,玩家以同伴的身份加入网络,并主要连接到虚拟游戏世界中与他们亲近的邻居同伴。当玩家在游戏中移动时,他们会以很小的开销动态地改变邻居。对等体可以以非常快的速度(通常比客户机-服务器解决方案更快)多播消息,而距离较远的玩家稍后接收或根本不接收这些消息。不接收来自远程玩家的消息是很重要的,这样就不会导致每个peer的负载随着游戏中玩家数量的增加而增加。我们的性能分析证实,我们的解决方案支持几乎无限大小的动态游戏世界,只是受到视野范围内玩家数量的限制。
This paper presents an algorithm for creating and maintaining a dynamic localized peer-to-peer overlay network with its main application to massively multiplayer games. In these games, players reside in a large game world with many thousands of players but each player has typically a limited vision range. In our solution, players join the network as peers and mainly connect to neighbor peers that are close to them in the virtual game world. As players move in the game they change their neighbors dynamically with very little overhead. Peers can multicast messages that are received by peers in their locality very fast (often faster than in client-server solutions) while players that are further away receive them later or not at all. Not receiving messages from remote players is important in order to not cause the load on each peer to grow with the number of players in the game. Our performance analysis confirms that our solution allows for dynamic game worlds of practically unlimited size, only limited in scale by the number of players within the vision range.