Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games - NetGames '06 2006
DOI: 10.1145/1230040.1230065
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Applicability of group communication for increased scalability in MMOGs

Abstract: Massive multiplayer online games (MMOGs) are today the driving factor for the development of distributed interactive applications, and they are increasing in size and complexity. Even a small MMOG supports thousands of players, the biggest support hundreds of thousands of concurrent players. Since they are typically built as strict client-server systems, they suffer from the inherent scalability problem of the architecture. Computing power and bandwidth limitations close to the server limit the possible number… Show more

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Cited by 9 publications
(7 citation statements)
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“…The reconfiguration time of dynamic algorithms is very low compared to that of the SPH and CT heuristics [14]. The reconfiguration time of the dynamic algorithms is on average below 10 milliseconds for group sizes up to 120 member nodes (using a Pentium4 at 1.3 GHz), while, SPH and CT are 10 and 50 times slower, respectively.…”
Section: A Individual Resultsmentioning
confidence: 94%
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“…The reconfiguration time of dynamic algorithms is very low compared to that of the SPH and CT heuristics [14]. The reconfiguration time of the dynamic algorithms is on average below 10 milliseconds for group sizes up to 120 member nodes (using a Pentium4 at 1.3 GHz), while, SPH and CT are 10 and 50 times slower, respectively.…”
Section: A Individual Resultsmentioning
confidence: 94%
“…We have implemented a simulator (please see [14] for details), that mimics group communication in distributed interactive applications. It includes algorithms to create and configure groups.…”
Section: Methodsmentioning
confidence: 99%
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