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A zone based architecture for massively multi-user simulations
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Source Spring Simulation Multiconference archive
Proceedings of the 2007 spring simulaiton multiconference - Volume 1 table of contents
Norfolk, Virginia
SESSION: Advanced communications methodologies table of contents
Pages 149-156  
Year of Publication: 2007
ISBN:1-56555-312-8
Authors
Ihab Kazem  University of Ottawa, Ottawa, Ontario, Canada
Dewan Tanvir Ahmed  University of Ottawa, Ottawa, Ontario, Canada
Shervin Shirmohammadi  University of Ottawa, Ottawa, Ontario, Canada
Sponsors
SCS : Society for Modeling and Simulation International
ACM/SIGSIM : Association for Computing Machinery/Special Interest Group on Simulation
Publisher
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Downloads (6 Weeks): 1,   Downloads (12 Months): 16,   Citation Count: 0
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ABSTRACT

Massively multi-user simulation requires synchronous communication among the parties. In this paper, we present a multi-user collaboration architecture that divides the virtual world into multiple adjacent hexagonal regions in order to properly organize the entities and efficiently manage their liaison. A special node, named hybrid node, is in charge of each hexagonal region and constructs a data distribution tree at the application layer rather than the network layer. While constructing the data distribution pathways among the endhosts, the protocol focuses on reflecting the underlying network physical topology onto the overlay network to enhance the system performance. To control the excessive message overhead, necessary messages of a foreign region are only imported when needed to a particular region through a hybrid node. Dynamic adjustment of check-in and checkout marks reduces frequent connections and disconnections between a hybrid and an ordinary node and provides resilience to the system. The effectiveness of this collaboration architecture is tested through the implementation.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Knutsson et al, "Peer-to-Peer Support for Massively Multiplayer Games", INFOCOMM, 2004
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A. El-Sayed, V. Roca, and L. Mathy, "A survey of proposals for an alternative group communication service", IEEE Network Magazine, vol.17, no.1, pp.46--51, Jan-Feb. 2003.
 
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Y. Chu, S. G. Rao, S. Seshan, and H. S. Zhang, "A Case for End System Multicast", IEEE JSAC, special issue on networking support for multicast, 2002.
 
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S. Shirmohammadi, A. Diabi, P. Lacombe, "A Peer-to-Peer Communication Architecture for Networked Games", Proc. Future Play 2005, USA, October 2005.
 
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Zhou et al, Pigeon: A Framework for Testing Peer-to-Peer Massively Online Games over Heterogeneous Network, IEEE CCNC 2006 proceedings.
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Collaborative Colleagues:
Ihab Kazem: colleagues
Dewan Tanvir Ahmed: colleagues
Shervin Shirmohammadi: colleagues