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. © 2010 Springer-Verlag.
CITATION STYLE
Lajtha, B., Biczók, G., & Szabó, R. (2010). Enabling P2P gaming with network coding. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6164 LNCS, pp. 76–86). https://doi.org/10.1007/978-3-642-13971-0_8
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