Abstract
Multiplayer Online Games (MOG) in-game advertisements require dynamic delivery of large images for potentially hundreds of concurrent users. We present an approach for a scalable advertisement image delivery mechanism using the BitTorrent Peer-to-Peer (P2P) protocol. Simulations were conducted comparing a client-server model and our proposed model, where each MOG player acts as a P2P node in the overall advertisement delivery system. We observed that even with 15 nodes, the client-server model exhibits scalability issues whilst our proposal has linear scalability. Furthermore, we have also illustrated that MOG players leaving or node failures does not impact our proposed architecture's scalability.
Original language | English |
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Title of host publication | 3rd IEEE International Conference on Communication Software and Networks 2011 |
Publisher | IEEE |
Pages | 242-246 |
Number of pages | 5 |
ISBN (Print) | 9781612844855 |
DOIs | |
Publication status | Published - 8 Sept 2011 |
Event | 3rd IEEE International Conference on Communication Software and Networks 2011 - Xi'an, China Duration: 27 May 2011 → 29 May 2011 |
Conference
Conference | 3rd IEEE International Conference on Communication Software and Networks 2011 |
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Abbreviated title | ICCSN 2011 |
Country/Territory | China |
City | Xi'an |
Period | 27/05/11 → 29/05/11 |
Keywords
- In-Game
- Multiplayer Online Game
- Peer-to-Peer
- RealTime Advertisement Delivery
- Scalable
ASJC Scopus subject areas
- Computer Networks and Communications
- Software