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논문 기본 정보

자료유형
학술저널
저자정보
김진환 (Hansung University)
저널정보
한국멀티미디어학회 멀티미디어학회논문지 멀티미디어학회논문지 제17권 제4호
발행연도
2014.4
수록면
526 - 534 (9page)

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초록· 키워드

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Most of the multiplayer games available online are based on a client-server architecture because this architecture gives better administration control to the game providers than peer-to-peer architecture. In this architecture, the server is responsible for all the communication between the connected clients. The weakness of this architecture is its bandwidth requirement and scalability. Peer-to-peer architectures have then been proposed to solve these issues. In this paper, we propose a hybrid client-server architecture in which the game state is partially shared by the mobile terminal to achieve consistency among different players. Like a peer-to-peer architecture, this architecture uses client-side capacities to reduce bandwidth requirements for the server and improves consistency in wireless networks. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In the proposed architecture, either the server or the client applies consistency mechanism according to the priority level. Simulation experiments show that the bandwidth of the server in this architecture is smaller than that of the client-server architecture. As a result, the server in the proposed architecture can accommodate more clients with enhancing the scalability.

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ABSTRACT
1. 서론
2. CS 구조와 PP 구조
3. 하이브리드 CS 구조
4. 성능 분석
5. 결론
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UCI(KEPA) : I410-ECN-0101-2015-004-001413671