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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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[doi> 10.1145/301308.301326]
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CITED BY 24
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Jinwon Lee , Hyonik Lee , Seungwoo Kang , Su Myeon Kim , Junehwa Song, CISS: An efficient object clustering framework for DHT-based peer-to-peer applications, Computer Networks: The International Journal of Computer and Telecommunications Networking, v.51 n.4, p.1072-1094, March, 2007
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Sabine Cikic , Sven Grottke , Fritz Lehmann-Grube , Jan Sablatnig, Cheat-prevention and -analysis in online virtual worlds, Proceedings of the 1st international conference on Forensic applications and techniques in telecommunications, information, and multimedia and workshop, January 21-23, 2008, Adelaide, Australia
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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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