Event processing for large-scale distributed games

  • Gerald G. Koch*
  • , Muhammad Adnan Tariq
  • , Boris Koldehofe
  • , Kurt Rothermel
  • *Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

2 Citations (Scopus)
1 Downloads (Pure)

Abstract

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.
Original languageEnglish
Title of host publicationProceedings of the Fourth ACM International Conference on Distributed Event-Based Systems (DEBS)
PublisherACM Press
Pages103–104
ISBN (Print) 978-1-60558-927-5
DOIs
Publication statusPublished - 2010
Externally publishedYes
EventDEBS '10 : The Fourth ACM International Conference on Distributed Event-Based Systems - Cambridge, United Kingdom
Duration: 12-Jul-201015-Jul-2010

Conference

ConferenceDEBS '10
Country/TerritoryUnited Kingdom
CityCambridge
Period12/07/201015/07/2010

Keywords

  • Multi-player online game
  • publish/subscribe
  • complex event processing

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