A Message Prioritization Scheme for Virtual Collaboration

  • Dewan Tanvir Ahmed
  • Shervin Shirmohammadi
Part of the Lecture Notes in Electrical Engineering book series (LNEE, volume 157)


Assuring quality for online games is a big challenge. The client-server architecture, currently though a widely running mode supporting hundreds of thousands of players in a regular basis, faces many difficulties. Network limitations like latency and jitter can leave timely interaction at jeopardy. In online games, the magnitude of interaction among players varies largely which generally depends on virtual distance and other complex variables. It is imperative that the frequency of interaction among players is uneven as a closer player is interacted with more often than a distant one. Similarly, the significance of interaction follows the same drift as the virtual distance increases the significance of relative interaction decreases. A message prioritization scheme can be formulated considering these ingredients for large scale collaboration where the volume of message is high. For this purpose, we exploit the importance of players temporal bond of interaction as well as a segmentation scheme for virtual space around a players area of interest where each segment has a different level of significance in terms of game states. The above techniques set a platform to devise a message passing plan for online games that can offer better game service.


Distribute Hash Table Virtual Space Online Game Game State Asymmetric Relationship 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  1. 1.Distributed and Collaborative Virtual Environments Research Laboratory School of Information Technology and EngineeringUniversity of OttawaOttawaCanada

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