A Proxy Server-Network for Real-time Computer Games

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Computer games played over the Internet have recently become an important class of distributed applications. This paper presents a novel proxy server-network topology aiming at improved scalability of multiplayer games and low latency in client-server data transmission. The paper presents a mechanism to efficiently synchronize the distributed state of a game based on the concept of eventual consistency. The paper analyzes the benefits of the approach compared to commonly used client-server and peer-to-peer topologies, and present first experimental results.