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
Link To Document