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Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games

Summary: Donnybrook: Enabling Large-Scale, High-Speed,
Peer-to-Peer Games
Ashwin Bharambe
, John R. Douceur
, Jacob R. Lorch
, Thomas Moscibroda
Jeffrey Pang
, Srinivasan Seshan
, and Xinyu Zhuang

Carnegie Mellon University, Pittsburgh, PA
Microsoft Research, Redmond, WA
{ashu,jeffpang,srini,xinyuz}@cs.cmu.edu {johndo,lorch,moscitho}@microsoft.com
Without well-provisioned dedicated servers, modern fast-paced
action games limit the number of players who can interact si-
multaneously to 1632. This is because interacting players must
frequently exchange state updates, and high player counts would
exceed the bandwidth available to participating machines. In


Source: Akella, Aditya - Department of Computer Sciences, University of Wisconsin at Madison
Greenberg, Albert - IP Network and Performance Department, AT&T Labs-Research


Collections: Computer Technologies and Information Sciences