Abstract
The popularity of online multiplayer games is ever-growing. Traditionally, networked games have relied on the client-server model for information sharing among players, putting a tremendous burden on the server and creates a single point of failure. Recently, there have been efforts to employ the peer-to-peer paradigm for gaming purposes, however, latency-sensitive action games still pose a formidable challenge. The main contribution of this paper is the design of a novel peer-to-peer gaming framework based on random linear network coding. We briefly evaluate the performance of the proposed framework; our initial results suggest a significant reduction in network latency that comes at the expense of a small data traffic overhead. Although further evaluation is clearly needed, we believe that our approach can be the foundation of a truly peer-to-peer communication architecture for networked games.
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Lajtha, B., Biczók, G., Szabó, R. (2010). Enabling P2P Gaming with Network Coding. In: Aagesen, F.A., Knapskog, S.J. (eds) Networked Services and Applications - Engineering, Control and Management. EUNICE 2010. Lecture Notes in Computer Science, vol 6164. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-13971-0_8
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DOI: https://doi.org/10.1007/978-3-642-13971-0_8
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