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A proxy server-network for real-time computer games

Jens Müller, Stefan Fischer, Sergei Gorlatch, Martin Mauve

Abstract

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)
Volume3149
Pages (from-to)606-613
Number of pages8
ISSN0302-9743
DOIs
Publication statusPublished - 01.12.2004

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This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being
  2. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure
  3. SDG 11 - Sustainable Cities and Communities
    SDG 11 Sustainable Cities and Communities
  4. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

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