Abstract
Currently, multiplayer online games use the client-server architecture which is very resource intensive, expensive, and time consuming. Peer-to-peer protocols are a less resource intensive alternative to the client-server model. We implement a peer-to-peer protocol called NEO in a multiplayer game and run experiments in a lab setting and over the Internet. These experiments show us that NEO is able to run a smooth playable game, with low unused updates and low location error. This happens as long as the arrival delay is long enough to allow updates to arrive in the given time limit and the round length is short enough to keep the location error down. However, the experiments also show that NEO has scalability problems that need to be corrected. When more than 4 clients are used the playout delay is the same length as the round which causes high location error. Also, more clients cause more updates to go unused which also causes high location error.
Degree
MS
College and Department
Physical and Mathematical Sciences; Computer Science
Rights
http://lib.byu.edu/about/copyright/
BYU ScholarsArchive Citation
Simonsen, Michael D., "Design and Measurement of a Real-Time Peer-to-Peer Game" (2006). Theses and Dissertations. 361.
https://scholarsarchive.byu.edu/etd/361
Date Submitted
2006-03-09
Document Type
Thesis
Handle
http://hdl.lib.byu.edu/1877/etd1187
Keywords
Computer Science, multiplayer, peer-to-peer, NEO, game
Language
English