A communicaton system for massive multiplayer online game

Calvin Wan, Ronnie Cheung, Simon Wong, Mei Po Ng

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

The existing client-server architecture has certain limitations to support a large volume of users in the virtual environment. To broadcast all data to all users, the network traffic becomes very high when the number of users increased. Therefore, it takes longer time for data to transmit between clients and server and the performance of server decreased. In this project, a new approach based on interest management is proposed to solve the problems. A client-server communication system is developed based on interest management concept, region-based filtering, which enables scalability and reduces the amount of data communication. The system divides the game world into different regions. The players will be grouped based on the region. The system only broadcast the data to the players within the same group. The experiment results have demonstrated the effectiveness of the proposed approach.

Original languageEnglish
Title of host publication2012 IEEE International Conference on Signal Processing, Communications and Computing, ICSPCC 2012
Pages400-405
Number of pages6
DOIs
Publication statusPublished - 2012
Event2012 2nd IEEE International Conference on Signal Processing, Communications and Computing, ICSPCC 2012 - Hong Kong, China
Duration: 12 Aug 201215 Aug 2012

Publication series

Name2012 IEEE International Conference on Signal Processing, Communications and Computing, ICSPCC 2012

Conference

Conference2012 2nd IEEE International Conference on Signal Processing, Communications and Computing, ICSPCC 2012
Country/TerritoryChina
CityHong Kong
Period12/08/1215/08/12

Keywords

  • interest management
  • massive multiplayer
  • online game

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