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2013 | OriginalPaper | Chapter

8. Peer-to-Peer Overlays for Online Games

Authors : Max Lehn, Christian Groß, Tonio Triebel

Published in: Benchmarking Peer-to-Peer Systems

Publisher: Springer Berlin Heidelberg

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Excerpt

In the past decade, a number of researchers have focused their work on peer-to-peer technologies for networked multi-player games [10, 4, 3, 8, 2, 14]. Since the usage of such a peer-to-peer overlay has a direct impact on the quality of experience of a game, it becomes apparent that performance evaluation and comparison is an important issue. The major challenge results from the fact that each approach is tailored to a different purpose and has to be evaluated with an individual technique in mind that is specific to the overlay. Thus, it is not a trivial task to compare the performance of different solutions. In order to solve this problem, overlays must be separated into different classes of equivalent functionalities. As introduced in Chapters 2 and 3, a class can be defined by a common interface. Systems that implement this interface are comparable. As a concrete example, systems for interest management and game event dissemination are used in this chapter. A common interface, a representative scenario, a workload and metrics are defined, and an exemplary benchmark is implemented and executed, comparing three different overlays. …

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Footnotes
1
NPC: non-player character
 
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Metadata
Title
Peer-to-Peer Overlays for Online Games
Authors
Max Lehn
Christian Groß
Tonio Triebel
Copyright Year
2013
Publisher
Springer Berlin Heidelberg
DOI
https://doi.org/10.1007/978-3-642-38673-2_8

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