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 |
|---|---|
| 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 |
|---|---|
| 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
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