Enabling P2P gaming with network coding

0Citations
Citations of this article
5Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

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.

Cite

CITATION STYLE

APA

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

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free