Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games - NetGames '06 2006
DOI: 10.1145/1230040.1230069
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Comparing interest management algorithms for massively multiplayer games

Abstract: Broadcasting all state changes to every player of a massively multiplayer game is not a viable solution. To successfully overcome the challenge of scale, massively multiplayer games have to employ sophisticated interest management techniques that only send relevant state changes to each player. This paper compares the performance of different interest management algorithms based on measurements obtained in a real massively multiplayer game using human and computer-generated player actions. We show that interes… Show more

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Cited by 79 publications
(39 citation statements)
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“…Some authors have developed techniques for distributing the game load based on AOI [7,13,28]. However, in an MMORPG, apart from updating their AOI, players also frequently need to update their view of the virtual game world, causing a high communication overhead for such players.…”
Section: Related Workmentioning
confidence: 99%
“…Some authors have developed techniques for distributing the game load based on AOI [7,13,28]. However, in an MMORPG, apart from updating their AOI, players also frequently need to update their view of the virtual game world, causing a high communication overhead for such players.…”
Section: Related Workmentioning
confidence: 99%
“…Earlier research on multi-user virtual environments focused on a technique, known as Area of Interest (AOI) management, to reduce the amount of state information sent to each client [2]. Typically, the AOI of a client is viewed to be within a certain virtual distance of the current position.…”
Section: Virtual Context and Visibility Cullingmentioning
confidence: 99%
“…This model is also referred to as the 'aura-nimbus' model (Boulanger et al, 2006;Morgan et al, 2005) because of its key abstractions: aura and nimbus. The 'aura' means the area that bounds the presence of an object in space, whereas the 'nimbus' means the mutual awareness levels between two objects.…”
Section: The Spatial Modelmentioning
confidence: 99%
“…The advantage of the spatial model is that it allows fine-grained IM in which only necessary messages are transmitted among relevant peers (Boulanger et al, 2006). However, a significant drawback is that it requires all objects to exchange positional update information to identify when AOI collisions occur.…”
Section: The Spatial Modelmentioning
confidence: 99%
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