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一种支持大型多人在线游戏的覆盖网组播生成树算法

The Design and Implementation of an Intelligent Game Engine Based on OGRE
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摘要 提出了一种基于AOI(Area of Interest)域的可调覆盖组播生成树算法AOMST(Adjustable Overlay Multicast Spanning Tree),该算法可用于支持大型多人在线游戏MMOG(Massively Multi-player Online Games)。它的基本思想是先将MMOG按照兴趣域划分分区,在每个分区内以结点带宽及时延为可调影响因子构建组播生成树,然后再通过3种不同的结点变换操作来进一步减少组播生成树中的时延。仿真实验表明,AOMST算法是有效的。 This paper presents an Adjustable Overlay Multicast Spanning Tree (AOMST) algorithm which is based on Area of Interest (AOI).The algorithm can be used to support Massively Multi-player Online Games (MMOG).Its fundamental idea is to divide the MMOG world into different areas of interest,then construct multicast spanning tree based on bandwidth and latency,whose affection factors are adjustable,within each AOI.Next,the latency of the multicast spanning tree can still be reduced via three different node swap operations.The experimental results indicate that AOMST is really effective.
出处 《南京邮电大学学报(自然科学版)》 2009年第6期96-100,共5页 Journal of Nanjing University of Posts and Telecommunications:Natural Science Edition
基金 国家自然科学基金(60573141 60773041) 国家高技术研究发展计划(863计划)(2007AA01Z404 2007AA01Z478) 江苏省高技术研究计划(BG2006001) 南京市高科技计划(2007软资127) 现代通信国家重点实验室基金(9140C1105040805) 江苏省高校科技创新计划(CX08B-085Z CX08B-086Z) 南京邮电大学青蓝基金(NY206030 NY206034)资助项目
关键词 大型多人在线游戏 兴趣域 覆盖网组播 带宽 时延 massively multi-player online game area of interest overlay multicast bandwidth latency
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