2006
DOI: 10.1109/tmm.2006.876229
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Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures

Abstract: Since the expansion of their market and their challenging requirements, Massively Multiplayer Online Games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context Mirrored Game Server architectures and adapting RED (Random Early Detection) techniques borrowed from network queuing management, we are able to show sensible benef… Show more

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Cited by 47 publications
(62 citation statements)
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“…On one hand, most of the existing IDMS solutions (compiled in [2,8]) were designed for specific use cases, such as audio/video streaming (e.g., [1], [5], [13], [14]), conferencing (e.g., [15], [16], [17], [18]), gaming (e.g., [10], [12], [17], [20], [21], [22]), collaborative virtual environments (e.g., [11], [12]) or synchronous e-learning (e.g., [15], [17]), involving different types of streams, such as video, audio, haptic media (e.g., [16], [17]), or users' events (e.g., [1], [20], [21]). …”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…On one hand, most of the existing IDMS solutions (compiled in [2,8]) were designed for specific use cases, such as audio/video streaming (e.g., [1], [5], [13], [14]), conferencing (e.g., [15], [16], [17], [18]), gaming (e.g., [10], [12], [17], [20], [21], [22]), collaborative virtual environments (e.g., [11], [12]) or synchronous e-learning (e.g., [15], [17]), involving different types of streams, such as video, audio, haptic media (e.g., [16], [17]), or users' events (e.g., [1], [20], [21]). …”
Section: Related Workmentioning
confidence: 99%
“…This multicast limitation is not an issue when using SMS, because the feedback reports are sent by the Sync Clients in a unicast way to the Sync Manager. [13], [14] [15], [12], [16], [17], [5], [3] [19], [20], [21], [22], [18],…”
Section: Related Workmentioning
confidence: 99%
“…In [10], a bucket mechanism (in which users' events are delayed enough time to prevent inconsistencies before being executed) is used as a DCS-based solution to be applied in interactive Multiplayer Online Games (MOG). The work in [11] proposes a DCS-based algorithm for meeting the ordering, responsiveness and interactivity properties in MOG, while preserving a global consistent state (IDMS). Similarly, [12] presents a DCS-based mechanism designed to achieve both interactivity and consistency in MOG.…”
Section: Related Workmentioning
confidence: 99%
“…While playability is commonly understood as being the trade off between response time and consistency [1] [2] there is no globally accepted definition of fairness for online games and different research groups usually discuss fairness concepts in specific ways that suit a particular situation or model.…”
Section: Introductionmentioning
confidence: 99%
“…Playability in online games has been studied under different forms for both client-servers [7] and distributed or mirrored [2] architectures. Playability and inconsistency in games is also related to research in the area of Distributed Virtual Environments (DVE) which is exploring similar concepts.…”
Section: Introductionmentioning
confidence: 99%