Abstract | ||
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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. |
Year | DOI | Venue |
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2010 | 10.1007/978-3-642-13971-0_8 | EUNICE |
Keywords | Field | DocType |
network latency,proposed framework,gaming purpose,peer-to-peer paradigm,peer-to-peer communication architecture,p2p gaming,novel peer-to-peer gaming framework,networked game,random linear network coding,formidable challenge,client-server model,network coding,client server,p2p | Linear network coding,Communication architecture,Single point of failure,Small data,Latency (engineering),Computer science,Popularity,Lag,Information sharing,Distributed computing | Conference |
Volume | ISSN | ISBN |
6164 | 0302-9743 | 3-642-13970-1 |
Citations | PageRank | References |
0 | 0.34 | 12 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Balázs Lajtha | 1 | 0 | 0.34 |
Gergely Biczók | 2 | 326 | 34.75 |
Róbert Szabó | 3 | 116 | 16.29 |