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Interest Management (IM) aims at eliminating irrelevant state updates transmitted in Networked Virtual Environment (NVE), such as online games. The existing IM mechanisms include area-based, cell-based mechanisms and hybrid IM mechanism which reduces the communication overhead by utilizing the cell-based mechanism to reduce Area-Of-Interest (AOI) updates in the area-based mechanism. Comparing to the...
This paper deals with the zone mapping problem in large-scale distributed virtual environments (DVEs), e.g., massively multi-player online games, distributed military simulations, etc. To support such large-scale DVEs with real-time interactions among thousands of concurrent, geographically separated clients, a distributed server infrastructure is generally needed, and the virtual world can be partitioned...
Spatial filtering is an interest management mechanism that eliminates unnecessary state updates transmitted in distributed virtual environments. This paper proposes a new protocol to reduce the communication overhead for supporting spatial filtering. The protocol maintains potential interest regions (PIRs) to assist in observing entities entering the areas-of-interest (AOIs) of other entities. PIRs...
The High Level Architecture (HLA), which is the IEEE standard for distributed simulation, defines six service groups. The Time Management (TM) service group ensures a Time-Stamp-Ordered (TSO) message delivery sequence and correct time advancement of each simulation component (federate) in an HLA-based distributed simulation application (federation). To control time advancement of a federation, a distributed...
The HLA runtime infrastructure can support a conservative simulation protocol for its time management service. However, the performance of conservative simulation protocols is very much dependent on lookahead that one can extract out of a simulation model. The most conservative value has to be taken in order to ensure the causality constraint. In this paper, we propose two algorithms, pullRO and pushRO,...
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