• DocumentCode
    1924973
  • Title

    The near-term feasibility of P2P MMOG´s

  • Author

    Miller, John L. ; Crowcroft, Jon

  • Author_Institution
    Microsoft Res., Cambridge, Cambridge, UK
  • fYear
    2010
  • fDate
    16-17 Nov. 2010
  • Firstpage
    1
  • Lastpage
    6
  • Abstract
    Broadly deployed distributed virtual environments (DVE´s) are based upon client-server architectures. Significant research over the last decade proposes a variety of distributed topologies for message propagation to enhance scalability and performance. We ran simulations using traces from World of Warcraft (WoW) and typical broadband speeds, and found that DVE´s such as WoW could not employ P2P message propagation schemes. We found pure P2P pub-sub solutions would occasionally saturate residential broadband connections, and would result in average latency more than lOx greater than client-server solutions. To our surprise, we discovered message aggregation before transmission can not only reduce bandwidth requirements, but also reduce latency in both client-server and P2P message propagation schemes.
  • Keywords
    broadband networks; client-server systems; computer games; message passing; peer-to-peer computing; P2P MMOG; P2P pub-sub solution; World of Warcraft; client-server architecture; distributed topologies; distributed virtual environments; massively multiplayer online game; message propagation; residential broadband connections; Mercury (metals); Distributed Virtual Environments; Latency; Massively Multipfayer Online Games; P2P; World of Warcraft;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Network and Systems Support for Games (NetGames), 2010 9th Annual Workshop on
  • Conference_Location
    Taipei
  • ISSN
    2156-8138
  • Print_ISBN
    978-1-4244-8356-3
  • Electronic_ISBN
    2156-8138
  • Type

    conf

  • DOI
    10.1109/NETGAMES.2010.5679578
  • Filename
    5679578