• 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