BibTeX

@techreport{NANPFMB08,
	author	 = {Alexei Bratuhin},
	title	 = {{Neighbourcast, a Network Paradigm for MMORPGs}},
	advisors	 = {Julian Kunkel and Thomas Ludwig},
	year	 = {2008},
	month	 = {09},
	institution	 = {{Ruprecht-Karls-Universität Heidelberg}},
	howpublished	 = {{Online \url{http://hps.vi4io.org/_media/research:labs:2008:2008-09-Alexei_Bratuhin-Neighbourcast__a_Network_Paradigm_for_MMORPGs-report.pdf}}},
	abstract	 = {In MMORPGs the most common information exchanged is the status, the position and the stats information. This information needs to be spread all over the virtual world of MMORPG. But no one from one corner/pole of the map needs to know what’s happening on the other corner/pole (unless this is a system or some kind of multicast (group/guild) event). Therefore information about world changes needs to be spread among the ’neighbours’ of the change only. The most reasonable metric for neighbourhood relation in MMORPG is the sight range of a player. Develop an algorithm/model for MMORPG that uses position/range information for p2p communication, thus avoiding broadcast for information exchange between nodes that leads to network overloading.},
	url	 = {http://hps.vi4io.org/research/labs},
}