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Mercury: a scalable publish-subscribe system for internet games
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Source Network and System Support for Games archive
Proceedings of the 1st workshop on Network and system support for games table of contents
Braunschweig, Germany
Pages: 3 - 9  
Year of Publication: 2002
ISBN:1-58113-493-2
Authors
Ashwin R. Bharambe  Carnegie Mellon University, Pittsburgh, PA
Sanjay Rao  Carnegie Mellon University, Pittsburgh, PA
Srinivasan Seshan  Carnegie Mellon University, Pittsburgh, PA
Sponsor
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 12,   Downloads (12 Months): 87,   Citation Count: 23
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ABSTRACT

Today's network games suffer from scalability and performance limitations caused by centralized client-server architectures and/or broadcast communication. In this paper, we argue that the communication between components of a game can be modeled as a publish-subscribe system. We present the design of MERCURY, a completely distributed publish-subscribe system, which supports a content-based publish-subscribe model of communication and performs distributed matching using a novel content-based routing protocol. We also present preliminary simulation results identifying key design decisions affecting the scalability and network efficiency of the system.


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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CITED BY  24


REVIEW

"Wlodek Dobosiewicz : Reviewer"

Online computer games are becoming very popular. From the point of view of research, multiplayer games are the most interesting online games, mainly because they require special efforts to accommodate a large number of simultaneous players.

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Collaborative Colleagues:
Ashwin R. Bharambe: colleagues
Sanjay Rao: colleagues
Srinivasan Seshan: colleagues