DocumentCode
2446264
Title
Gaming over COPSS: A content centric communication infrastructure for gaming applications
Author
Chen, Jiachen ; Arumaithurai, Mayutan ; Fu, Xiaoming ; Ramakrishnan, K.K.
Author_Institution
Univ. of Goettingen, Goettingen, Germany
fYear
2011
fDate
17-20 Oct. 2011
Firstpage
131
Lastpage
132
Abstract
Supporting Massively Multiplayer Online Role Playing Games (MMORPG) is a significant challenge. MMORPGs have become very popular because of their attractive structuring and incorporation of realistic and creative scenarios. World of Warcraft and Counter-Strike are examples of such games and are characterized by high interactivity (need very low network latency). Every action an individual player performs typically needs to be communicated to all the related players and the players need to react according to the ´current´ environment and the cumulative actions of all the players. Games like Second Life involve a large number of players and require a persistent view of the world that is usually managed by a dedicated server (e.g., one that is hosted by the game´s publisher). The load on such a server for player management and communication can be significant, and is likely to be a source of substantial latency.
Keywords
computer games; computer networks; middleware; COPSS; content centric communication infrastructure; content-oriented publish-subscribe system; counter strike game; gaming applications; massive multiplayer online role playing games; substantial latency; Games; IP networks; Proposals; Satellites; Second Life; Servers; Subscriptions;
fLanguage
English
Publisher
ieee
Conference_Titel
Network Protocols (ICNP), 2011 19th IEEE International Conference on
Conference_Location
Vancouver, BC
Print_ISBN
978-1-4577-1392-7
Type
conf
DOI
10.1109/ICNP.2011.6089039
Filename
6089039
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