2007 International Conference on Cyberworlds (CW'07) 2007
DOI: 10.1109/cw.2007.15
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A Saturation Avoidance Technique for Peer-to-Peer Distributed Virtual Environments

Abstract: The current expansion of multi-player online games has promoted the growth of large scale distributed virtual environments (DVEs)

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Cited by 11 publications
(3 citation statements)
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“…To evaluate the performance of the proposed techniques, the MNB, M2T, M3T and HMT algorithms were implemented along with the flooding scheme of Gnutella [23][24][25][26][27]. The average results of 100 random tests for each algorithm are reported on.…”
Section: Performance Evaluationmentioning
confidence: 99%
“…To evaluate the performance of the proposed techniques, the MNB, M2T, M3T and HMT algorithms were implemented along with the flooding scheme of Gnutella [23][24][25][26][27]. The average results of 100 random tests for each algorithm are reported on.…”
Section: Performance Evaluationmentioning
confidence: 99%
“…Avatars in his evaluation are simulated using a combination group and waypoint model, where groups of simulated avatars agree on a next point to visit, and move there together. Several other frameworks (Lui & Chan, 2002) (Matsumoto, Kawahara, Morikawa, & Aoyama, 2004) (Morillo, Orduna, Fernandez, & Duato, 2005) (Rueda, Morillo, & Orduna, 2007) assume movement and arrival / departure properties of participants without any obvious experimental basis. The assumptions used in all these cases are logical, but without firm experimental grounding.…”
Section: Avatar Behavior and Traffic Classificationmentioning
confidence: 99%
“…Different architectures have been proposed in order to efficiently support multiplayer online games: centralizedserver architectures [28,22], networked server architectures [12,3,19,20] and peer-to-peer architectures [17,10,7,24,23]. Figure 1 shows an example of a centralizedserver architecture.…”
Section: Introductionmentioning
confidence: 99%