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  1. Proceedings of the 1st workshop on Network and system support for games (NetGames '02)
  2. Mercury: a scalable publish-subscribe system for internet games
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Mercury: a scalable publish-subscribe system for internet games
Generalized two-tier relevance filtering of computer game update events
A communication architecture for massive multiplayer games
A generic proxy system for networked computer games
State replication for multiplayer games
Network infrastructure for massively distributed games
Observations on game server discovery mechanisms
Network game traffic modelling
System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services
An efficient synchronization mechanism for mirrored game architectures
Subjective quality assessment for multiplayer real-time games
On the suitability of dead reckoning schemes for games

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Mercury: a scalable publish-subscribe system for internet games

Content Provider ACM Digital Library
Author Rao, Sanjay Bharambe, Ashwin R. Seshan, Srinivasan
Abstract Today's network games suffer from scalability and performance limitations caused by centralized client-server architectures and/or broadcast communication. In this paper, we argue that the communication between components of a game can be modeled as a publish-subscribe system. We present the design of MERCURY, a completely distributed publish-subscribe system, which supports a content-based publish-subscribe model of communication and performs distributed matching using a novel content-based routing protocol. We also present preliminary simulation results identifying key design decisions affecting the scalability and network efficiency of the system.
Starting Page 3
Ending Page 9
Page Count 7
File Format PDF
ISBN 1581134932
DOI 10.1145/566500.566501
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2002-04-16
Publisher Place New York
Access Restriction Subscribed
Content Type Text
Resource Type Article
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