[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [GNUnet-developers] p2p 'massively multi-player games (MMGs)'
From: |
rgil |
Subject: |
Re: [GNUnet-developers] p2p 'massively multi-player games (MMGs)' |
Date: |
Fri, 30 Mar 2007 09:20:57 +0100 |
User-agent: |
Internet Messaging Program (IMP) H3 (4.0.4) |
Hello,
I'm a member of an investigation group that is developing a platform to
enable the creation and distribution of Massively Multiplayer Online
Game experience (Zarabatana Platform). I?m taking a PhD and my research
goal is: Design a general architecture for MMOG infrastructure that
achieves the necessary balance between requirements (scalability, fault
tolerance, quality of service, performance, low cost, and persistence)
while avoiding conflicts between them.
In order to achieve this goal I developed a set of service that will
support a p2p overlay were the game simulation takes place. These
services are for example directory, persistence, content distribution,
accounting, etc. Currently I?m developing a communication middleware
p2p based that have the following issues in consideration:
- Scalability
- Performance
- Fault-tolerance
- Quality of Service
- Security
- Availability
- Persistence
- Synchronization
- End-to-End Connectivity
About the latency problem, our communication protocol is based on NEO
with some improvements. I'm using network monitoring and profiling
techniques, in order to dynamically adjust communication path to the
network topologies of the peers' communication overlay.
I writing, a paper where I present this middleware, explain all my
options and show some preliminary results.
Best regards,
Rui Gil
----------------------------------------------------------------
This message was sent using IMP, the Internet Messaging Program.