A communication optimization for conservative interactive simulators
We are using an augmented stop-and-wait protocol to support interactive simulation in FreeMMG, our partially decentralized support model for state-persistent and massively distributed real-time strategy games. In this letter we briefly present FreeMMG and then evaluate an optimization to stop-and-wa...
Gespeichert in:
Veröffentlicht in: | IEEE communications letters 2006-09, Vol.10 (9), p.686-688 |
---|---|
Hauptverfasser: | , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext bestellen |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 688 |
---|---|
container_issue | 9 |
container_start_page | 686 |
container_title | IEEE communications letters |
container_volume | 10 |
creator | Cecin, F.R. Barbosa, J.L.V. Geyer, C.F.R. |
description | We are using an augmented stop-and-wait protocol to support interactive simulation in FreeMMG, our partially decentralized support model for state-persistent and massively distributed real-time strategy games. In this letter we briefly present FreeMMG and then evaluate an optimization to stop-and-wait that gradually reduces update frequencies of some participant simulators when input inactivity is detected. We performed simulations of a FreeMMG network in ns-2 with 500 clients, each client running up to 9 simultaneous simulators, where a single simulator is one subscribed area of the game world. Experiments show a 29,5% reduction in communication between clients when the optimization is enabled |
doi_str_mv | 10.1109/LCOMM.2006.1714546 |
format | Article |
fullrecord | <record><control><sourceid>proquest_RIE</sourceid><recordid>TN_cdi_proquest_miscellaneous_896190251</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ieee_id>1714546</ieee_id><sourcerecordid>896190251</sourcerecordid><originalsourceid>FETCH-LOGICAL-c307t-87e382704258fbc7c29f08b33ffe77e9daa43053d0c3bbfe07b232b22a9652393</originalsourceid><addsrcrecordid>eNpdkE9rAyEQxZfSQtO0X6C9hELpadNR11WPIf0LCbm0Z3GNgmF3TXU30H76mmwg0IvOOL_3GF-W3SKYIgTiaTFfLZdTDFBOEUMFLcqzbIQo5TlOx3mqgYucMcEvs6sYNwDAMUWj7Hk20b5p-tZp1TnfTvy2c437HRrrQxq30YRdetiZiWs7E5Q-1NE1fa06H-J1dmFVHc3N8R5nX68vn_P3fLF6-5jPFrkmwLqcM0M4ZlBgym2lmcbCAq8IsdYwZsRaqYIAJWvQpKqsAVZhgiuMlSgpJoKMs8fBdxv8d29iJxsXtalr1RrfR8lFiQSkfyXy_h-58X1o03KSl7RkhPE9hAdIBx9jMFZug2tU-JEI5D5WeYhV7mOVx1iT6OHorKJWtQ2q1S6elJwgTIsicXcD54wxp_HR5Q_9p4Dx</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>865673781</pqid></control><display><type>article</type><title>A communication optimization for conservative interactive simulators</title><source>IEL</source><creator>Cecin, F.R. ; Barbosa, J.L.V. ; Geyer, C.F.R.</creator><creatorcontrib>Cecin, F.R. ; Barbosa, J.L.V. ; Geyer, C.F.R.</creatorcontrib><description>We are using an augmented stop-and-wait protocol to support interactive simulation in FreeMMG, our partially decentralized support model for state-persistent and massively distributed real-time strategy games. In this letter we briefly present FreeMMG and then evaluate an optimization to stop-and-wait that gradually reduces update frequencies of some participant simulators when input inactivity is detected. We performed simulations of a FreeMMG network in ns-2 with 500 clients, each client running up to 9 simultaneous simulators, where a single simulator is one subscribed area of the game world. Experiments show a 29,5% reduction in communication between clients when the optimization is enabled</description><identifier>ISSN: 1089-7798</identifier><identifier>EISSN: 1558-2558</identifier><identifier>DOI: 10.1109/LCOMM.2006.1714546</identifier><identifier>CODEN: ICLEF6</identifier><language>eng</language><publisher>New York, NY: IEEE</publisher><subject>Access methods and protocols, osi model ; Applied sciences ; Client-server systems ; Clients ; Computer simulation ; Discrete event simulation ; Exact sciences and technology ; Frequency ; Games ; Interactive ; Large-scale systems ; Optimization ; Peer to peer computing ; Protocols ; Resins ; Running ; Simulators ; Strategy ; Subscriptions ; Telecommunications ; Telecommunications and information theory ; Teleprocessing networks. Isdn ; Unicast ; Vehicle dynamics</subject><ispartof>IEEE communications letters, 2006-09, Vol.10 (9), p.686-688</ispartof><rights>2007 INIST-CNRS</rights><rights>Copyright The Institute of Electrical and Electronics Engineers, Inc. (IEEE) 2006</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c307t-87e382704258fbc7c29f08b33ffe77e9daa43053d0c3bbfe07b232b22a9652393</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/1714546$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>315,781,785,797,27929,27930,54763</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/1714546$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc><backlink>$$Uhttp://pascal-francis.inist.fr/vibad/index.php?action=getRecordDetail&idt=18312544$$DView record in Pascal Francis$$Hfree_for_read</backlink></links><search><creatorcontrib>Cecin, F.R.</creatorcontrib><creatorcontrib>Barbosa, J.L.V.</creatorcontrib><creatorcontrib>Geyer, C.F.R.</creatorcontrib><title>A communication optimization for conservative interactive simulators</title><title>IEEE communications letters</title><addtitle>COML</addtitle><description>We are using an augmented stop-and-wait protocol to support interactive simulation in FreeMMG, our partially decentralized support model for state-persistent and massively distributed real-time strategy games. In this letter we briefly present FreeMMG and then evaluate an optimization to stop-and-wait that gradually reduces update frequencies of some participant simulators when input inactivity is detected. We performed simulations of a FreeMMG network in ns-2 with 500 clients, each client running up to 9 simultaneous simulators, where a single simulator is one subscribed area of the game world. Experiments show a 29,5% reduction in communication between clients when the optimization is enabled</description><subject>Access methods and protocols, osi model</subject><subject>Applied sciences</subject><subject>Client-server systems</subject><subject>Clients</subject><subject>Computer simulation</subject><subject>Discrete event simulation</subject><subject>Exact sciences and technology</subject><subject>Frequency</subject><subject>Games</subject><subject>Interactive</subject><subject>Large-scale systems</subject><subject>Optimization</subject><subject>Peer to peer computing</subject><subject>Protocols</subject><subject>Resins</subject><subject>Running</subject><subject>Simulators</subject><subject>Strategy</subject><subject>Subscriptions</subject><subject>Telecommunications</subject><subject>Telecommunications and information theory</subject><subject>Teleprocessing networks. Isdn</subject><subject>Unicast</subject><subject>Vehicle dynamics</subject><issn>1089-7798</issn><issn>1558-2558</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2006</creationdate><recordtype>article</recordtype><sourceid>RIE</sourceid><recordid>eNpdkE9rAyEQxZfSQtO0X6C9hELpadNR11WPIf0LCbm0Z3GNgmF3TXU30H76mmwg0IvOOL_3GF-W3SKYIgTiaTFfLZdTDFBOEUMFLcqzbIQo5TlOx3mqgYucMcEvs6sYNwDAMUWj7Hk20b5p-tZp1TnfTvy2c437HRrrQxq30YRdetiZiWs7E5Q-1NE1fa06H-J1dmFVHc3N8R5nX68vn_P3fLF6-5jPFrkmwLqcM0M4ZlBgym2lmcbCAq8IsdYwZsRaqYIAJWvQpKqsAVZhgiuMlSgpJoKMs8fBdxv8d29iJxsXtalr1RrfR8lFiQSkfyXy_h-58X1o03KSl7RkhPE9hAdIBx9jMFZug2tU-JEI5D5WeYhV7mOVx1iT6OHorKJWtQ2q1S6elJwgTIsicXcD54wxp_HR5Q_9p4Dx</recordid><startdate>20060901</startdate><enddate>20060901</enddate><creator>Cecin, F.R.</creator><creator>Barbosa, J.L.V.</creator><creator>Geyer, C.F.R.</creator><general>IEEE</general><general>Institute of Electrical and Electronics Engineers</general><general>The Institute of Electrical and Electronics Engineers, Inc. (IEEE)</general><scope>97E</scope><scope>RIA</scope><scope>RIE</scope><scope>IQODW</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SP</scope><scope>8FD</scope><scope>L7M</scope><scope>F28</scope><scope>FR3</scope></search><sort><creationdate>20060901</creationdate><title>A communication optimization for conservative interactive simulators</title><author>Cecin, F.R. ; Barbosa, J.L.V. ; Geyer, C.F.R.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c307t-87e382704258fbc7c29f08b33ffe77e9daa43053d0c3bbfe07b232b22a9652393</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2006</creationdate><topic>Access methods and protocols, osi model</topic><topic>Applied sciences</topic><topic>Client-server systems</topic><topic>Clients</topic><topic>Computer simulation</topic><topic>Discrete event simulation</topic><topic>Exact sciences and technology</topic><topic>Frequency</topic><topic>Games</topic><topic>Interactive</topic><topic>Large-scale systems</topic><topic>Optimization</topic><topic>Peer to peer computing</topic><topic>Protocols</topic><topic>Resins</topic><topic>Running</topic><topic>Simulators</topic><topic>Strategy</topic><topic>Subscriptions</topic><topic>Telecommunications</topic><topic>Telecommunications and information theory</topic><topic>Teleprocessing networks. Isdn</topic><topic>Unicast</topic><topic>Vehicle dynamics</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Cecin, F.R.</creatorcontrib><creatorcontrib>Barbosa, J.L.V.</creatorcontrib><creatorcontrib>Geyer, C.F.R.</creatorcontrib><collection>IEEE All-Society Periodicals Package (ASPP) 2005–Present</collection><collection>IEEE All-Society Periodicals Package (ASPP) Online</collection><collection>IEL</collection><collection>Pascal-Francis</collection><collection>CrossRef</collection><collection>Electronics & Communications Abstracts</collection><collection>Technology Research Database</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>ANTE: Abstracts in New Technology & Engineering</collection><collection>Engineering Research Database</collection><jtitle>IEEE communications letters</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Cecin, F.R.</au><au>Barbosa, J.L.V.</au><au>Geyer, C.F.R.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>A communication optimization for conservative interactive simulators</atitle><jtitle>IEEE communications letters</jtitle><stitle>COML</stitle><date>2006-09-01</date><risdate>2006</risdate><volume>10</volume><issue>9</issue><spage>686</spage><epage>688</epage><pages>686-688</pages><issn>1089-7798</issn><eissn>1558-2558</eissn><coden>ICLEF6</coden><abstract>We are using an augmented stop-and-wait protocol to support interactive simulation in FreeMMG, our partially decentralized support model for state-persistent and massively distributed real-time strategy games. In this letter we briefly present FreeMMG and then evaluate an optimization to stop-and-wait that gradually reduces update frequencies of some participant simulators when input inactivity is detected. We performed simulations of a FreeMMG network in ns-2 with 500 clients, each client running up to 9 simultaneous simulators, where a single simulator is one subscribed area of the game world. Experiments show a 29,5% reduction in communication between clients when the optimization is enabled</abstract><cop>New York, NY</cop><pub>IEEE</pub><doi>10.1109/LCOMM.2006.1714546</doi><tpages>3</tpages></addata></record> |
fulltext | fulltext_linktorsrc |
identifier | ISSN: 1089-7798 |
ispartof | IEEE communications letters, 2006-09, Vol.10 (9), p.686-688 |
issn | 1089-7798 1558-2558 |
language | eng |
recordid | cdi_proquest_miscellaneous_896190251 |
source | IEL |
subjects | Access methods and protocols, osi model Applied sciences Client-server systems Clients Computer simulation Discrete event simulation Exact sciences and technology Frequency Games Interactive Large-scale systems Optimization Peer to peer computing Protocols Resins Running Simulators Strategy Subscriptions Telecommunications Telecommunications and information theory Teleprocessing networks. Isdn Unicast Vehicle dynamics |
title | A communication optimization for conservative interactive simulators |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-13T15%3A54%3A20IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_RIE&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=A%20communication%20optimization%20for%20conservative%20interactive%20simulators&rft.jtitle=IEEE%20communications%20letters&rft.au=Cecin,%20F.R.&rft.date=2006-09-01&rft.volume=10&rft.issue=9&rft.spage=686&rft.epage=688&rft.pages=686-688&rft.issn=1089-7798&rft.eissn=1558-2558&rft.coden=ICLEF6&rft_id=info:doi/10.1109/LCOMM.2006.1714546&rft_dat=%3Cproquest_RIE%3E896190251%3C/proquest_RIE%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=865673781&rft_id=info:pmid/&rft_ieee_id=1714546&rfr_iscdi=true |