• DocumentCode
    2597758
  • Title

    Model and measurement of MMOG time-constraint relaxation algorithm

  • Author

    Ahmed, Dewan T. ; Shirmohammadi, Shervin

  • Author_Institution
    Distrib. & Collaborative Virtual Environments Res. Lab., Univ. of Ottawa, Ottawa, ON, Canada
  • fYear
    2009
  • fDate
    5-7 May 2009
  • Firstpage
    776
  • Lastpage
    779
  • Abstract
    Most of the online games run on top of a client-server architecture with a single authoritative server designed for to support game logic. If the latency between a player and the server is large, the responsiveness of the game decreases. As a result, the performance is likely to degrade. For client-server architecture, we propose an opportunistic state forwarding method to comply with the hard time-constraint. The goal is to reduce latency by directly sharing game states between two players rather than following a relatively long path through the server. We measure the performance and the result shows clear benefits applicable for any client-server architecture.
  • Keywords
    client-server systems; computer games; MMOG; client-server architecture; massively multiplayer online game; opportunistic state forwarding method; single authoritative server; time-constraint relaxation algorithm; Algorithm design and analysis; Cloning; Delay; Design engineering; Games; Information technology; Instrumentation and measurement; International collaboration; Online Communities/Technical Collaboration; Virtual environment; Online Games; client-server; latency; performance; synchronization; time-constraint;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Instrumentation and Measurement Technology Conference, 2009. I2MTC '09. IEEE
  • Conference_Location
    Singapore
  • ISSN
    1091-5281
  • Print_ISBN
    978-1-4244-3352-0
  • Type

    conf

  • DOI
    10.1109/IMTC.2009.5168555
  • Filename
    5168555