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dc.contributor.authorLiu, Cheng
dc.contributor.authorCai, Wentong
dc.contributor.editorErfurth, Christian
dc.contributor.editorEichler, Gerald
dc.contributor.editorSchau, Volkmar
dc.date.accessioned2019-02-20T10:21:04Z
dc.date.available2019-02-20T10:21:04Z
dc.date.issued2009
dc.identifier.isbn978-3-88579-242-9
dc.identifier.issn1617-5468
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/20423
dc.description.abstractMassively Multiplayer Online Games (MMOGs) gradually become one of the most popular internet applications. Traditional client-server architecture is widely used in MMOGs' deployment, but its scalability and maintenance are limited mostly by servers. Peer-to-Peer (P2P) architecture, which attempts to make use of computer resources from the computers in the network, is considered to be a candidate infrastructure for MMOGs. In this paper, we investigate some related work and propose an algorithm to split overlay network for P2P-based MMOGs. We show the benefit of splitting the overlay network in reducing lookup latency of game objects through experiments and analytical analysis.en
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartof9th International Conference On Innovative Internet Community Systems I2CS 2021
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-148
dc.titleSplitting overlay network for peer-to-peer-based massively multiplayeronline gamesen
dc.typeText/Conference Paper
dc.pubPlaceBonn
mci.reference.pages157-168
mci.conference.sessiontitleRegular Research Papers
mci.conference.locationJena
mci.conference.dateJune 15-17, 2009


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