A proxy server-network for real-time computer games

Jens Müller, Stefan Fischer, Sergei Gorlatch, Martin Mauve

8 Citations (Scopus)


Computer games played over the Internet have recently become an important class of distributed applications. In this paper we present a novel proxy server-network topology aiming at improved scalability of multiplayer games and low latency in client-server data transmission. We present a mechanism to efficiently synchronize the distributed state of a game based on the concept of eventual consistency. We analyse the benefits of our approach compared to commonly used client-server and peer-to-peer topologies, and present first experimental results.

Original languageEnglish
JournalLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Pages (from-to)606-613
Number of pages8
Publication statusPublished - 01.12.2004


Dive into the research topics of 'A proxy server-network for real-time computer games'. Together they form a unique fingerprint.

Cite this