[{"key":"dc.contributor.author","value":"Malik, Kamran S.","language":null},{"key":"dc.date.accessioned","value":"2009-12-12T00:05:21Z","language":null},{"key":"dc.date.available","value":"2009-12-12T00:05:21Z","language":null},{"key":"dc.date.issued","value":"2005","language":null},{"key":"dc.identifier.uri","value":"http:\/\/hdl.handle.net\/2429\/16641","language":null},{"key":"dc.description.abstract","value":"P2P overlays are a natural architecture for scalably supporting Massively Multiplayer\r\nOnline Games. However, computing consistent game state in a distributed fashion\r\nwithout compromising responsiveness places very hard to meet bandwidth, latency and\r\nscalability requirements on the architecture. We present Proximity - a system that utilizes\r\nthe limited Area of Interest of game entities to arrange player contributed machines in an\r\noverlay that optimizes bandwidth consumption, reduces event propagation delays and\r\nscales dynamically with an increasing number of players. Network proximity of nodes is\r\nalso taken into account during the overlay construction process. In this thesis, we\r\ndescribe how to split game state management over unreliable player machines while\r\nmeeting the fault tolerance, state persistency and consistency requirements of games. We\r\nanticipate our system, with its increased scalability and lower latency, opening the\r\npossibility of completely new genre of MMOGs with fast paced reflexive action at a\r\nfraction of a cost of the more traditional client server architecture.","language":"en"},{"key":"dc.language.iso","value":"eng","language":"en"},{"key":"dc.publisher","value":"University of British Columbia","language":null},{"key":"dc.rights","value":"For non-commercial purposes only, such as research, private study and education. Additional conditions apply, see Terms of Use https:\/\/open.library.ubc.ca\/terms_of_use.","language":null},{"key":"dc.title","value":"Proximity : subtitle a scalable P2P architecture for latency sensitive massively multiplayer online games","language":"en"},{"key":"dc.type","value":"Text","language":null},{"key":"dc.degree.name","value":"Master of Science - MSc","language":"en"},{"key":"dc.degree.discipline","value":"Computer Science","language":"en"},{"key":"dc.degree.grantor","value":"University of British Columbia","language":null},{"key":"dc.date.graduation","value":"2005-11","language":"en"},{"key":"dc.type.text","value":"Thesis\/Dissertation","language":"en"},{"key":"dc.description.affiliation","value":"Science, Faculty of","language":null},{"key":"dc.description.affiliation","value":"Computer Science, Department of","language":null},{"key":"dc.degree.campus","value":"UBCV","language":"en"},{"key":"dc.description.scholarlevel","value":"Graduate","language":"en"}]