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dc.contributor.convenorA.F. Ismail
dc.contributor.authorMoon, Kyung-Seob
dc.contributor.authorMuthukkumarasamy, Vallipuram
dc.contributor.authorNguyen, Anne
dc.contributor.editorA.H.M. Zahirul Alam, Amelia Wong Azman, Farah Diyana, Farah Hani AAbdul Rahim
dc.date.accessioned2017-05-03T13:58:39Z
dc.date.available2017-05-03T13:58:39Z
dc.date.issued2006
dc.date.modified2009-10-14T22:14:16Z
dc.identifier.refurihttp://eng.iiu.edu.my
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.
dc.description.peerreviewedYes
dc.description.publicationstatusYes
dc.format.extent145848 bytes
dc.format.mimetypeapplication/pdf
dc.languageEnglish
dc.language.isoeng
dc.publisherInternational Islamic University Malaysia
dc.publisher.placeMalaysia
dc.publisher.urihttp://www.iiu.edu.my/
dc.relation.ispartofstudentpublicationN
dc.relation.ispartofconferencenameThe International Conference on Computer and Communication Engineering 2006
dc.relation.ispartofconferencetitleProceedings of the International Conference on Computer and Communication Engineering ICCCE'06
dc.relation.ispartofdatefrom2006-05-09
dc.relation.ispartofdateto2006-05-11
dc.relation.ispartoflocationKuala Lumpur, Malaysia
dc.rights.retentionY
dc.subject.fieldofresearchcode291799
dc.subject.fieldofresearchcode289999
dc.titleReducing Bandwidth Requirements of Consistency Maintenance Algorithms in Distributed Network Games
dc.typeConference output
dc.type.descriptionE1 - Conferences
dc.type.codeE - Conference Publications
gro.rights.copyright© 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.
gro.date.issued2006
gro.hasfulltextFull Text
gro.griffith.authorNguyen, Anne T.
gro.griffith.authorMoon, Kyung-Seob
gro.griffith.authorMuthukkumarasamy, Vallipuram


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