|Author:||H. Backhaus, S. Krause||links:||DownloadBibtex|
|Source:||In proceedings of: 6th Annual Workshop on Network and Systems Support for Games (Netgames 2007), pp. 49-54, Melbourne, Australia, September 2007|
We present and evaluate an implementation of VAST (Voronoi- based Adaptive Scalable Transfer) as proposed by Shun-Yun Hu and Guan-Ming Liao in Scalable Peer-to-Peer Networked Virtual Environment . VAST is a fully-distributed peer-to-peer protocol, designed to handle event messages in MMOGs (Massively Multiplayer Online Games) and virtual worlds. VAST relies on voronoi diagrams and AOI (Areas Of Interest) for neighbor discovery. Benefits and problems of using voronoi diagrams in peer-to-peerbased MMOGs and virtual worlds are discussed, by looking at bandwidth usage, scalability and consistency of VAST and comparing it to other approaches. We point out certain issues regarding VASTs consistency and propose some changes to VASTs architecture aiming at enhancing its consistency. Finally we have a look at future extensions like group management and adaptive areas of interest per peer, in order to reduce bandwidth requirements and further increase VASTs consistency.