Title
Enabling P2P gaming with network coding
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.
Year
DOI
Venue
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 Lajtha100.34
Gergely Biczók232634.75
Róbert Szabó311616.29