A Message Prioritization Scheme for Virtual Collaboration
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.
KeywordsDistribute Hash Table Virtual Space Online Game Game State Asymmetric Relationship
Unable to display preview. Download preview PDF.
- 1.Ahmed, D.T., Shirmohammadi, S., Kazem, I.: Zone based messaging in collaborative virtual environments. In: IEEE International Workshop on Haptic Audio Visual Environments and their Applications (HAVE), pp. 165–170 (2006)Google Scholar
- 2.Claypool, M., Claypool, K.: Latency and player actions in online games. Entertainment Networking Special Issue: Entertainment Networking, 40–45 (2006)Google Scholar
- 3.Dick, M., Wellnitz, O., Wolf, L.: Analysis of factors affecting players’ performance and perception in multiplayer games. In: Proceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames 2005, pp. 1–7 (2005)Google Scholar
- 4.IEEE standard for distributed interactive simulation - application protocols (1998)Google Scholar
- 5.Fritsch, T., Ritter, H., Schiller, J.: The effect of latency and network limitations on MMORPGs: a field study of everquest2. In: Proceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games, NetGames 2005, pp. 1–9 (2005)Google Scholar
- 6.Hampel, T., Bopp, T., Hinn, R.: A peer-to-peer architecture for massive multiplayer online games. In: Proceedings of ACM SIGCOMM Workshop on Network and System Support for Games, p. 48 (2006)Google Scholar
- 8.Pullen, J.M.: Reliable multicast network transport for distributed virtual simulation. In: International Workshop on Distributed Interactive Simulation and Real-Time Applications, p. 59 (1999)Google Scholar
- 9.Schiele, G., et al.: Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming. In: Proceedings of the IEEE International Symposium on Cluster Computing and the Grid, pp. 773–782 (2007)Google Scholar