P2P多人在线游戏的自适应事件分发
Adaptive Event Dissemination for Peer-to-Peer Multiplayer Online Games
摘要:
在本文中,我们表明,八卦算法可以有效地用于传播游戏事件在点对点(P2P)多人在线游戏(MOG)。游戏事件通过覆盖网络传播。该方案利用玩家的典型行为来调整数据分发。事实上,众所周知,玩MOG的用户通常以可以使用某种(游戏相关的)概率分布来近似的速率生成游戏事件。因此,一旦给定节点对于来自给定对等体的消息经历低于预期的接收速率,它就可以向通常转发这些消息的邻居发送激励,要求它增加其传播概率。将研究这种方法的三种变体。根据第一个,在接收到来自邻居的刺激时,对等体增加其向该节点的传播概率,而与发送者无关。在第二个协议中,一个对等体只增加一个给定发送者向所有邻居的传播概率。最后,第三个协议考虑到发送者和邻居,以决定如何提高传播概率。我们进行了广泛的模拟,以评估所提出的方案的有效性,并根据模拟结果,我们比较不同的传播协议。结果证实,自适应流言计划确实是有效的,值得进一步研究。
英文摘要:
In this paper we show that gossip algorithms may be effectively used to disseminate game events in Peer-to-Peer (P2P) Multiplayer Online Games (MOGs). Game events are disseminated through an overlay network. The proposed scheme exploits the typical behavior of players to tune the data dissemination. In fact, it is well known that users playing a MOG typically generate game events at a rate that can be approximated using some (game dependent) probability distribution. Hence, as soon as a given node experiences a reception rate, for messages coming from a given peer, which is lower than expected, it can send a stimulus to the neighbor that usually forwards these messages, asking it to increase its dissemination probability. Three variants of this approach will be studied. According to the first one, upon reception of a stimulus from a neighbor, a peer increases its dissemination probability towards that node irrespectively from the sender. In the second protocol a peer increases only the dissemination probability for a given sender towards all its neighbors. Finally, the third protocol takes into consideration both the sender and the neighbor in order to decide how to increase the dissemination probability. We performed extensive simulations to assess the efficacy of the proposed scheme, and based on the simulation results we compare the different dissemination protocols. The results confirm that adaptive gossip schemes are indeed effective and deserve further investigation.
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