The increasing popularity of Multiplayer Online Games (MOGs) is revealing a huge interest from the research community. Many solutions exploiting P2P technologies have been proposed in order to overtake the limits of the centralized infrastructures. These solutions are based on the definition of a proper dynamic P2P overlay and exploit the concept of Area of Interest (AOI) to filter the information relevant for each player. An AOI-cast mechanism defines a spanning tree over the AOI so that the information generated by a player is propagated to all the players located in its AOI. Although most proposals are founded on solid basis, they are often validated through players' movement patterns that result different form those of a real MOG. This paper presents a set of mobility models for the evaluation of the AOI-cast. Together with classical mobility models, mobility patterns derived from popular MOGs, i.e. World of Warcraft (WoW) and Second Life(SL), are also presented. A novel mobility mobility model taking into account the WoW battleground scenarios is proposed. The proposed mobility models are exploited to evaluate an AOI-cast algorithm based on the definition of a Delaunay overlay. The experiments show that the AOI-cast mechanism we propose can be exploited in real scenarios only when a set of conditions hold.
Evaluating compass routing based AOI-cast by MOGs mobility models
Carlini Emanuele;Coppola Massimo;
2011
Abstract
The increasing popularity of Multiplayer Online Games (MOGs) is revealing a huge interest from the research community. Many solutions exploiting P2P technologies have been proposed in order to overtake the limits of the centralized infrastructures. These solutions are based on the definition of a proper dynamic P2P overlay and exploit the concept of Area of Interest (AOI) to filter the information relevant for each player. An AOI-cast mechanism defines a spanning tree over the AOI so that the information generated by a player is propagated to all the players located in its AOI. Although most proposals are founded on solid basis, they are often validated through players' movement patterns that result different form those of a real MOG. This paper presents a set of mobility models for the evaluation of the AOI-cast. Together with classical mobility models, mobility patterns derived from popular MOGs, i.e. World of Warcraft (WoW) and Second Life(SL), are also presented. A novel mobility mobility model taking into account the WoW battleground scenarios is proposed. The proposed mobility models are exploited to evaluate an AOI-cast algorithm based on the definition of a Delaunay overlay. The experiments show that the AOI-cast mechanism we propose can be exploited in real scenarios only when a set of conditions hold.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


