Author: | S. Krause | links: | Bibtex |
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Source: | International Conference on Ultra Modern Telecommunications, St. Petersburg, Russia, October 2009 | ||
Massively Multiplayer Online Games and Virtual Worlds are among the most
popular applications on the Internet. As player numbers increase, the
limits of the currently dominant client/server architecture are becoming
obvious. To overcome those limits, the research community has developed
protocols for these so-called Distributed Networked Virtual Environments
(DVEs) based on per-to-peer
technologies. One problem that has to be solved for practical peer-to-peer
protocols for DVEs are hotspots: participants tend to form groups in the
virtual environment. If these groups become very large, players have to
send event messages to a large number of other players. This imposes a big
load on the peer-to-peer protocol. To alleviate the problem, adaptive Area
of Interest
(AoI) sizes can be used: If the player density becomes too high, the
players' AoI size will be decreased. In this paper we identify different
adaption strategies and, using simulations, evaluate the influence of the
respective strategies on the peer-to-peer protocol. As a result, we show
that distributed strategies generally yield a better performance than
purely local strategies.