Author: | H. Backhaus, S. Krause | links: | DownloadBibtex |
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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 [4]. 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.