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Traffic Reduction Techniques in a Hybrid MMOG Architecture based on Multicast Communication

첫 페이지 보기
  • 발행기관
    국제인공지능학회(구 한국인터넷방송통신학회) 바로가기
  • 간행물
    International Journal of Internet, Broadcasting and Communication 바로가기
  • 통권
    Vol.17 No.3 (2025.08)바로가기
  • 페이지
    pp.1-10
  • 저자
    Jinhwan Kim
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A472223

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원문정보

초록

영어
This paper analyzes the effect of multicast communication on reducing data traffic in a hybrid MMOG(Massively Multiplayer Online Game) architecture that combines the technical advantages of both client-server and P2P(peer-to-peer) models. In this hybrid architecture, the entire game is divided into multiple regions of equal size, and the server designates a specific player in each region as the region server. Even when the number of concurrently active players increases rapidly, the system aims to prevent bottlenecks on the central server by appropriately utilizing both the server's bandwidth and the bandwidth of the players participating in the P2P network, thereby enabling a cost-effective and scalable MMOG with consistent service quality. In this paper, multicast communication is applied in two cases: when the central server transmits the game state to multiple region servers, and when a specific region server retransmits this game state to players within its region. The paper compares and analyzes the bandwidth usage of multicast communication and unicast communication in these scenarios through simulation. In this hybrid MMOG architecture, the intention is to minimize the use of the central server's bandwidth and processing power by leveraging more of the players' bandwidth and processing capabilities.

목차

Abstract
1. Introduction
2. Hybrid MMOG architecture
3. Multicast communication for MMOG
4. Performance Analysis
4.1 Experimental Environment and Variables
4.2 Communication Traffic Analysis
5. Conclusion
Acknowledgement
References

키워드

Traffic Multicast Hybrid architecture MMOG Bandwidth

저자

  • Jinhwan Kim [ Professor, Dept. of Computer Engineering, Hansung University ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    국제인공지능학회(구 한국인터넷방송통신학회) [The International Association for Artificial Intelligence]
  • 설립연도
    2000
  • 분야
    공학>전자/정보통신공학
  • 소개
    인터넷방송, 인터넷 TV , 방송 통신 네트워크 및 관련 분야에 대한 국내는 물론 국제적인 학술, 기술의 진흥발전에 공헌하고 지식 정보화 사회에 기여하고자 한다.

간행물

  • 간행물명
    International Journal of Internet, Broadcasting and Communication
  • 간기
    계간
  • pISSN
    2288-4920
  • eISSN
    2288-4939
  • 수록기간
    2009~2025
  • 십진분류
    KDC 326 DDC 380

이 권호 내 다른 논문 / International Journal of Internet, Broadcasting and Communication Vol.17 No.3

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