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Distributed event delivery model for collaborative virtual simulations

Published: 09 December 2008 Publication History

Abstract

Networked Virtual Environments (NVEs) are computer generated, synthetic worlds that allow simultaneous interactions of multiple participants. IP multicast and application layer multicasting has been used for supporting collaborative virtual simulations. Recently many research work has focused on ways to partition this virtual space onto peer-to-peer overlay. The characters in these virtual environment, either human controlled or computer generated, need the state of the surrounding environment to decide their next move. However in doing so, they are interested in the state of virtual environment in a small area around them, called their Area of Interest (AoI). Thus when the virtual space gets partitioned across multiple sites, we need an efficient peer-to-peer communication model to get the surrounding state information that has been split across various sites. In this paper, we propose a low latency and low communication overhead distributed event delivery model that exploits the spatial and temporal locality of the information needed. The experimental results prove the efficacy of our solution

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Cited By

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  • (2010)A scalable architecture for massive multi-player online games using peer-to-peer overlayProceedings of the 12th international conference on Advanced communication technology10.5555/1831508.1831637(604-608)Online publication date: 7-Feb-2010

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cover image ACM Conferences
CoNEXT '08: Proceedings of the 2008 ACM CoNEXT Conference
December 2008
526 pages
ISBN:9781605582108
DOI:10.1145/1544012
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 December 2008

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Overall Acceptance Rate 198 of 789 submissions, 25%

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  • (2010)A scalable architecture for massive multi-player online games using peer-to-peer overlayProceedings of the 12th international conference on Advanced communication technology10.5555/1831508.1831637(604-608)Online publication date: 7-Feb-2010

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