Comparing interest management algorithms for massively multiplayer games
JS Boulanger, J Kienzle, C Verbrugge - Proceedings of 5th ACM …, 2006 - dl.acm.org
Broadcasting all state changes to every player of a massively multiplayer game is not a
viable solution. To successfully overcome the challenge of scale, massively multiplayer
games have to employ sophisticated interest management techniques that only send
relevant state changes to each player. This paper compares the performance of different
interest management algorithms based on measurements obtained in a real massively
multiplayer game using human and computer-generated player actions. We show that …
viable solution. To successfully overcome the challenge of scale, massively multiplayer
games have to employ sophisticated interest management techniques that only send
relevant state changes to each player. This paper compares the performance of different
interest management algorithms based on measurements obtained in a real massively
multiplayer game using human and computer-generated player actions. We show that …
[PDF][PDF] Comparing Interest Management Algorithms for Massively Multiplayer Games
J Kienzle, C Verbrugge - Citeseer
Broadcasting all state changes to every player of a massively multiplayer game is not a
viable solution. To successfully overcome the challenge of scale, massively multiplayer
games have to employ sophisticated interest management techniques that only send
relevant state changes to each player. This paper compares the performance of different
interest management algorithms based on measurements obtained in a real massively
multiplayer game using human and computer-generated player actions. We show that …
viable solution. To successfully overcome the challenge of scale, massively multiplayer
games have to employ sophisticated interest management techniques that only send
relevant state changes to each player. This paper compares the performance of different
interest management algorithms based on measurements obtained in a real massively
multiplayer game using human and computer-generated player actions. We show that …
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