Mercury: a scalable publish-subscribe system for internet games
NetGames '02: Proceedings of the 1st workshop on Network and system support for games(2002)
摘要
Today's network games suffer from scalability and performance limitations caused by centralized client-server architectures and/or broadcast communication. In this paper, we argue that the communication between components of a game can be modeled as a publish-subscribe system. We present the design of MERCURY, a completely distributed publish-subscribe system, which supports a content-based publish-subscribe model of communication and performs distributed matching using a novel content-based routing protocol. We also present preliminary simulation results identifying key design decisions affecting the scalability and network efficiency of the system.
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关键词
network game,key design decision,broadcast communication,scalable publish-subscribe system,content-based publish-subscribe model,publish-subscribe system,internet game,centralized client-server architecture,present preliminary simulation result,performance limitation,network efficiency,client server architecture,publish subscribe
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