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dc.contributor.convenorA.F. Ismailen_AU
dc.contributor.authorMoon, Kyung-Seoben_US
dc.contributor.authorMuthukkumarasamy, Vallipuramen_US
dc.contributor.authorNguyen, Anneen_US
dc.contributor.editorA.H.M. Zahirul Alam, Amelia Wong Azman, Farah Diyana, Farah Hani AAbdul Rahimen_US
dc.date.accessioned2017-05-03T13:58:39Z
dc.date.available2017-05-03T13:58:39Z
dc.date.issued2006en_US
dc.date.modified2009-10-14T22:14:16Z
dc.identifier.refurihttp://eng.iiu.edu.myen_AU
dc.identifier.urihttp://hdl.handle.net/10072/11492
dc.description.abstractThe architecture of network games is generally of two main types: Client/Server (C/S) and Peer to Peer (P2P). Distributed network games use the P2P architecture mainly to reduce network latency. This architecture may be based on graph or tree structures. Given an identical amount of data to be transferred, the bandwidth requirement in a tree-based P2P network game is not the same as that of a graph-based game. In a graph-based P2P network game, the bandwidth requirement of each player is a linear function of the number of players. In a tree-based game, by contrast, it is a quadratic function of the number of child nodes. This implies that, due to limited bandwidth, some nodes may suffer from being overwhelmed by the arrival of a large number of packets, leading to a packet-drop. In turn, the packet-drop would trigger packet retransmission; this may result in a repetitive cycle of packet retransmission and packet-drop. Such packet-drop problems may cause severe network latency. In this paper we examine methods to reduce the bandwidth requirements of tree-based P2P network games, with a view to improving system performance.en_US
dc.description.peerreviewedYesen_US
dc.description.publicationstatusYesen_AU
dc.format.extent145848 bytes
dc.format.mimetypeapplication/pdf
dc.languageEnglishen_US
dc.language.isoen_AU
dc.publisherInternational Islamic University Malaysiaen_US
dc.publisher.placeMalaysiaen_US
dc.publisher.urihttp://www.iiu.edu.my/en_AU
dc.relation.ispartofstudentpublicationNen_AU
dc.relation.ispartofconferencenameThe International Conference on Computer and Communication Engineering 2006en_US
dc.relation.ispartofconferencetitleProceedings of the International Conference on Computer and Communication Engineering ICCCE'06en_US
dc.relation.ispartofdatefrom2006-05-09en_US
dc.relation.ispartofdateto2006-05-11en_US
dc.relation.ispartoflocationKuala Lumpur, Malaysiaen_US
dc.rights.retentionYen_AU
dc.subject.fieldofresearchcode291799en_US
dc.subject.fieldofresearchcode289999en_US
dc.titleReducing Bandwidth Requirements of Consistency Maintenance Algorithms in Distributed Network Gamesen_US
dc.typeConference outputen_US
dc.type.descriptionE1 - Conference Publications (HERDC)en_US
dc.type.codeE - Conference Publicationsen_US
gro.rights.copyrightCopyright 2006 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.en_AU
gro.date.issued2006
gro.hasfulltextFull Text


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