Evaluating compass routing based AOI-cast by MOGs mobility models

Emanuele Carlini, Massimo Coppola, Laura Ricci · 2011

The increasing popularity of Multiplayer Online Games (MOGs) is revealing a huge interest from the research com-munity. Many solutions exploiting P2P technologies have been proposed in order to overtake the limits of the cen-tralized infrastructures. These solutions are based on the definition of a proper dynamic P2P overlay and exploit the concept of Area of Interest (AOI) to filter the information relevant for each player. An AOI-cast mechanism defines a spanning tree over the AOI so that the information gen-erated by a player is propagated to all the players located in its AOI. Although most proposals are founded on solid basis, they are often validated through players ’ movement patterns that result different form those of a real MOG. This paper presents a set of mobility models for the eval-uation of the AOI-cast. Together with classical mobility models, mobility patterns derived from popular MOGs, i.e. World of Warcraft(WoW) and Second Life(SL), are also pre-sented. A novel mobility mobility model taking into account the WoW battleground scenarios is proposed. The proposed mobility models are exploited to evaluate an AOI-cast algo-rithm based on the definition of a Delaunay overlay. The experiments show that the AOI-cast mechanism we propose can be exploited in real scenarios only when a set of condi-tions hold. 1.

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