Skip to Main content Skip to Navigation
Conference papers

Enabling P2P Gaming with Network Coding

Abstract : The popularity of online multiplayer games is ever-growing. Traditionally, networked games have relied on the client-server model for information sharing among players, putting a tremendous burden on the server and creates a single point of failure. Recently, there have been efforts to employ the peer-to-peer paradigm for gaming purposes, however, latency-sensitive action games still pose a formidable challenge. The main contribution of this paper is the design of a novel peer-to-peer gaming framework based on random linear network coding. We briefly evaluate the performance of the proposed framework; our initial results suggest a significant reduction in network latency that comes at the expense of a small data traffic overhead. Although further evaluation is clearly needed, we believe that our approach can be the foundation of a truly peer-to-peer communication architecture for networked games.
Document type :
Conference papers
Complete list of metadata

Cited literature [15 references]  Display  Hide  Download

https://hal.inria.fr/hal-01056479
Contributor : Hal Ifip <>
Submitted on : Wednesday, August 20, 2014 - 10:40:06 AM
Last modification on : Friday, December 8, 2017 - 6:04:02 PM
Long-term archiving on: : Thursday, November 27, 2014 - 11:06:03 AM

File

032_lajtha_biczok_szabo_eunice...
Files produced by the author(s)

Licence


Distributed under a Creative Commons Attribution 4.0 International License

Identifiers

Citation

Balázs Lajtha, Gergely Biczók, Róbert Szabó. Enabling P2P Gaming with Network Coding. 16th EUNICE/IFIP WG 6.6 Workshop on Networked Services and Applications - Engineering, Control and Management (EUNICE), Jun 2010, Trondheim, Norway. pp.76-86, ⟨10.1007/978-3-642-13971-0_8⟩. ⟨hal-01056479⟩

Share

Metrics

Record views

100

Files downloads

210