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Design and Measurement of a Real-Time Peer-to-Peer Game

Currently, multiplayer online games use the client-server architecture which is very resource intensive, expensive, and time consuming. Peer-to-peer protocols are a less resource intensive alternative to the client-server model. We implement a peer-to-peer protocol called NEO in a multiplayer game and run experiments in a lab setting and over the Internet. These experiments show us that NEO is able to run a smooth playable game, with low unused updates and low location error. This happens as long as the arrival delay is long enough to allow updates to arrive in the given time limit and the round length is short enough to keep the location error down. However, the experiments also show that NEO has scalability problems that need to be corrected. When more than 4 clients are used the playout delay is the same length as the round which causes high location error. Also, more clients cause more updates to go unused which also causes high location error.

Identiferoai:union.ndltd.org:BGMYU2/oai:scholarsarchive.byu.edu:etd-1360
Date09 March 2006
CreatorsSimonsen, Michael D.
PublisherBYU ScholarsArchive
Source SetsBrigham Young University
Detected LanguageEnglish
Typetext
Formatapplication/pdf
SourceTheses and Dissertations
Rightshttp://lib.byu.edu/about/copyright/

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