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Generalized Two-Tier Relevance Filtering of Computer Game Update Events (2002)
| Content Provider | CiteSeerX |
|---|---|
| Author | Aarhus, Lars |
| Description | In NETGAMES In this work-in-progress paper we present a relevance filtering scheme for a two-tier server architecture optimized for massive multiplayer online games. We distinguish between interest management of server tier game state and bandwidth adaptation of concentrator tier client link thresholds, making the concentrator tier totally application independent. An initial prototype has been implemented, demonstrating significant reductions in update event rate without loss of playability. 1. BACKGROUND Multiplayer computer games are increasingly popular in the public. For a long time they were limited to non-distributed desktop games, with up to four players in the same room, but in recent years massive multiplayer online games have caught on. No longer restricted to military virtual environments in dedicated networks, e.g., SIMNET and NPSNET [6], distributed real-time computer games communicating through the Internet is now a fast growing |
| File Format | |
| Language | English |
| Publisher | ACM Press |
| Publisher Date | 2002-01-01 |
| Access Restriction | Open |
| Subject Keyword | Interest Management Massive Multiplayer Online Game Background Multiplayer Computer Game Update Event Rate Work-in-progress Paper Significant Reduction Computer Game Update Event Bandwidth Adaptation Two-tier Server Architecture Military Virtual Environment Dedicated Network Initial Prototype Real-time Computer Game Server Tier Game State Concentrator Tier Client Link Threshold Non-distributed Desktop Game Fast Growing Two-tier Relevance Filtering Concentrator Tier Long Time |
| Content Type | Text |
| Resource Type | Article |