DocumentCode
2128322
Title
Adaptive topology protocol for network game support
Author
Lomov, Vitaly A. ; Shoja, Gholamali C.
Author_Institution
Dept. of Comput. Sci., Victoria Univ., BC, Canada
Volume
1
fYear
2003
fDate
28-30 Aug. 2003
Firstpage
21
Abstract
This paper deals with applications where interactivity is combined with content broadcast. An example of such an application is a multiplayer computer game where the state of the shared world and the quality of service (QoS) for the end-to-end delay between any two players must be maintained at all times. We present a switch-tree protocol, called an adaptive topology protocol (AIP), to provide the desired QoS level. The ATP builds and maintains an end-host broadcast network under several constraints, namely: maximum delay between hosts, number of connections each host can have, and quick adaptation to the dynamic network. Simulation results show improved scalability of the network and high adaptability to the changing environment. A sample application was used to analyze and demonstrate the feasibility of ATP in real-time applications.
Keywords
computer games; delays; internetworking; quality of service; transport protocols; QoS; adaptive topology protocol; end-host broadcast network; end-to-end delay; high adaptability; maximum delay; multiplayer computer game; network game support; network scalability; quality of service; switch-tree protocol; Application software; Broadcasting; Delay; Distributed computing; Multicast algorithms; Multimedia communication; Network topology; Protocols; Quality of service; Tree graphs;
fLanguage
English
Publisher
ieee
Conference_Titel
Communications, Computers and signal Processing, 2003. PACRIM. 2003 IEEE Pacific Rim Conference on
Print_ISBN
0-7803-7978-0
Type
conf
DOI
10.1109/PACRIM.2003.1235709
Filename
1235709
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