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Design And Measurement Of A Real-Time Peer-To-Peer Game, Michael D. Simonsen Mar 2006

Design And Measurement Of A Real-Time Peer-To-Peer Game, Michael D. Simonsen

Theses and Dissertations

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 …