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2000
DOI: 10.1162/105474600566619
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Interest Management in Large-Scale Virtual Environments

Abstract: Large-scale distributed simulations model the activities of thousands of entities interacting in a virtual environment simulated over wide-area networks. Originally these systems used protocols that dictated that all entities broadcast messages about all activities, including remaining immobile or inactive, to all other entities, resulting in an explosion of incoming messages for all entities, most of which were of no interest. Using a filtering mechanism called interest management, some of these systems now a… Show more

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Cited by 80 publications
(67 citation statements)
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“…Our design is based on the fact that players in games have limited movement speed and sensing capabilities, thus the data access in games exhibits both temporal and spatial localities. Networked games and distributed real-time simulations have exploited this property and applied interest management [27] to game state. Interest management allows us to limit the amount of state any given player has access to, so that we can both distribute the game world at a fine granularity and localize the communication.…”
Section: General Distributed Game Designmentioning
confidence: 99%
See 1 more Smart Citation
“…Our design is based on the fact that players in games have limited movement speed and sensing capabilities, thus the data access in games exhibits both temporal and spatial localities. Networked games and distributed real-time simulations have exploited this property and applied interest management [27] to game state. Interest management allows us to limit the amount of state any given player has access to, so that we can both distribute the game world at a fine granularity and localize the communication.…”
Section: General Distributed Game Designmentioning
confidence: 99%
“…The key to the feasibility of a P2P game architecture is locality of interest [27]. Games are designed such that while the game world is large, the area of interest to a single player is limited, typically correlating to the sensory capabilities of the game characters being modeled.…”
Section: Introductionmentioning
confidence: 99%
“…Each player subscribes to the groups that represent nearby regions that it can affect or where events that can affect the player may occur [2,3]. If multiple players have overlapping areas of interest, they must see the common events in the same order to maintain consistency.…”
Section: Network Gamesmentioning
confidence: 99%
“…They are self-organizing, decentralized systems and provide the functionality of scalable distributed hash table (DHT) [17]. The systems balance object hosting and query load, transparently reconfigure after node failures, and provide efficient routing queries [15] [24].…”
Section: B Peer-to-peer Topology and Overlaysmentioning
confidence: 99%
“…A way of storing this much data among a collection of nodes hierarchically organized, where information could be required by any node, requires careful designing [24].…”
Section: Data Storagementioning
confidence: 99%