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Using n-trees for scalable event ordering in peer-to-peer games

Published: 13 June 2005 Publication History

Abstract

We are concerned with the fundamental problem of event ordering in multiplayer peer-to-peer games. Event ordering, even without faults, requires all-to-all message passing with at least two rounds of communication \cite{keidar01}. Multiplayer games add real-time constraints to this scenario. To meet this challenge, we develop an event scoping mechanism that uses N-Trees for event propagation. Unlike traditional application-layer multicast, N-Trees organize peers by their application-level scope of interest, instead of by their delay-based shortest-path tree. This organization allows peers which are close by in the virtual world to order events without needing to communicate with other peers that are farther away. We show the asymptotic analysis of N-Trees indicates that they will perform well for scalable peer-to-peer event ordering. We also provide an analysis of N-Trees in comparison to other distributed architectures for peer-to-peer games.

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  • (2016)Evaluation of scalability and communication in MMOGs2016 13th IEEE Annual Consumer Communications & Networking Conference (CCNC)10.1109/CCNC.2016.7444812(393-398)Online publication date: Jan-2016
  • (2015)Performance evaluation and simulation of peer-to-peer protocols for Massively Multiplayer Online GamesMultimedia Tools and Applications10.1007/s11042-013-1662-y74:8(2763-2780)Online publication date: 1-Apr-2015
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cover image ACM Conferences
NOSSDAV '05: Proceedings of the international workshop on Network and operating systems support for digital audio and video
June 2005
210 pages
ISBN:158113987X
DOI:10.1145/1065983
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 13 June 2005

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Author Tags

  1. event ordering
  2. games
  3. multiplayer
  4. n-tree
  5. peer-to-peer

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Overall Acceptance Rate 118 of 363 submissions, 33%

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Cited By

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  • (2019)Next level peer-to-peer overlay networks under high churns: a surveyPeer-to-Peer Networking and Applications10.1007/s12083-019-00839-8Online publication date: 21-Dec-2019
  • (2016)Evaluation of scalability and communication in MMOGs2016 13th IEEE Annual Consumer Communications & Networking Conference (CCNC)10.1109/CCNC.2016.7444812(393-398)Online publication date: Jan-2016
  • (2015)Performance evaluation and simulation of peer-to-peer protocols for Massively Multiplayer Online GamesMultimedia Tools and Applications10.1007/s11042-013-1662-y74:8(2763-2780)Online publication date: 1-Apr-2015
  • (2014)SPEXProceedings of the 5th ACM Multimedia Systems Conference10.1145/2557642.2557655(127-138)Online publication date: 19-Mar-2014
  • (2013)Peer-to-peer architectures for massively multiplayer online gamesACM Computing Surveys10.1145/2522968.252297746:1(1-51)Online publication date: 11-Jul-2013
  • (2013)Distributed Low-Latency Out-of-Order Event Processing for High Data Rate Sensor StreamsProceedings of the 2013 IEEE 27th International Symposium on Parallel and Distributed Processing10.1109/IPDPS.2013.29(1133-1144)Online publication date: 20-May-2013
  • (2013)An Evaluation of Chord and Pastry Models in OverSimProceedings of the 2013 European Modelling Symposium10.1109/EMS.2013.85(509-513)Online publication date: 20-Nov-2013
  • (2013)A survey of peer-to-peer overlay approaches for networked virtual environmentsPeer-to-Peer Networking and Applications10.1007/s12083-013-0231-58:2(276-300)Online publication date: 22-Sep-2013
  • (2012)An Analysis of Peer to Peer Protocols for Massively Multiplayer Online GamesProceedings of the 2012 IEEE 11th International Conference on Trust, Security and Privacy in Computing and Communications10.1109/TrustCom.2012.69(1994-1999)Online publication date: 25-Jun-2012
  • (2012)Towards formalizing a reputation system for cheating detection in peer-to-peer-based massively multiplayer online gamesProceedings of the 6th international conference on Network and System Security10.1007/978-3-642-34601-9_22(291-304)Online publication date: 21-Nov-2012
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