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.
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 language | English |
|---|---|
| Title of host publication | Proceedings of the Fourth ACM International Conference on Distributed Event-Based Systems (DEBS) |
| Publisher | ACM Press |
| Pages | 103–104 |
| ISBN (Print) | 978-1-60558-927-5 |
| DOIs | |
| Publication status | Published - 2010 |
| Externally published | Yes |
| Event | DEBS '10 : The Fourth ACM International Conference on Distributed Event-Based Systems - Cambridge, United Kingdom Duration: 12-Jul-2010 → 15-Jul-2010 |
Conference
| Conference | DEBS '10 |
|---|---|
| Country/Territory | United Kingdom |
| City | Cambridge |
| Period | 12/07/2010 → 15/07/2010 |
Keywords
- Multi-player online game
- publish/subscribe
- complex event processing