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.
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Communication dans un congrès
Finn Arve Aagesen; Svein Johan Knapskog. 16th EUNICE/IFIP WG 6.6 Workshop on Networked Services and Applications - Engineering, Control and Management (EUNICE), Jun 2010, Trondheim, Norway. Springer, Lecture Notes in Computer Science, LNCS-6164, pp.76-86, 2010, Networked Services and Applications - Engineering, Control and Management. 〈10.1007/978-3-642-13971-0_8〉
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Balázs Lajtha, Gergely Biczók, Róbert Szabó. Enabling P2P Gaming with Network Coding. Finn Arve Aagesen; Svein Johan Knapskog. 16th EUNICE/IFIP WG 6.6 Workshop on Networked Services and Applications - Engineering, Control and Management (EUNICE), Jun 2010, Trondheim, Norway. Springer, Lecture Notes in Computer Science, LNCS-6164, pp.76-86, 2010, Networked Services and Applications - Engineering, Control and Management. 〈10.1007/978-3-642-13971-0_8〉. 〈hal-01056479〉

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