|Bibliography||Koch, Gerald G.; Tariq, M. Adnan; Koldehofe, Boris; Rothermel, Kurt: Event processing for large-scale distributed games. |
In: Proceedings of the 4th International Conference on Distributed Event-Based Systems (DEBS'10).
University of Stuttgart, Faculty of Computer Science, Electrical Engineering, and Information Technology.
pp. 103-104, english.
ACM, July 2010.
DOI: http://doi.acm.org/10.1145/1827418.1827440; ISBN: 978-1-60558-927-5.
Article in Proceedings (Conference Paper).
|CR-Schema||C.2.4 (Distributed Systems)|
|Keywords||Cordies; SpoVNet; CEP|
Novel peer-to-peer-based multiplayer online games are instantiated in an ad-hoc manner without the support of dedicated infrastructure and maintain their state in a distributed manner. Although their employed communication paradigms provide efficient access to sections of distributed state, such communication fails if the participants need to access large subsets of the application state in order to detect high-level situations. We propose a demonstration that shows how multiplayer online games can benefit from using publish/subscribe communication and complex event processing alongside their traditional communication paradigm.
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|Copyright||© ACM, 2010. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the Fourth ACM International Conference on Distributed Event-Based Systems (DEBS'10), Cambridge, UK, July 2010. http://doi.acm.org/10.1145/1827418.1827440 |
|Department(s)||University of Stuttgart, Institute of Parallel and Distributed Systems, Distributed Systems|
|Entry date||May 19, 2010|