@techreport{TD:100730,
	att_abstract={{Information-Centric Networking provides substantial
flexibility for users to obtain information without
knowing the source of information or its current location. With
users increasingly focused on an online world, an emerging
challenge for the network infrastructure is to support Massively
Multiplayer Online Role Playing Game (MMORPG).
Currently, MMORPG is built on IP infrastructure with the
primary responsibility resting on servers for disseminating
control messages and predicting/retrieving objects belonging to
each player�s view. Scale and timeliness are major challenges
of such a server-oriented gaming architecture. Limited server
resources significantly impair the user�s interactive experience,
requiring game implementations to limit the number of players
in a single game instance. We propose Gaming over COPSS (GCOPSS),
a distributed communication infrastructure using a
Content-Oriented Pub/Sub System (COPSS) to enable efficient
decentralized information dissemination in MMORPG, jointly
exploiting the network and end-systems for player management
and information dissemination. G-COPSS aims to scale well in
the number of players in a single game, while still meeting
users� response time requirements.
We have implemented G-COPSS on top of the open-source
CCNx implementation. We use a simple game with a hierarchical
map to carefully microbenchmark the implementation and
the processing involved in managing game dynamics. We have
also microbenchmarked the game based on NDN and a server
with an IP infrastructure. We emulate an application that is
particularly emblematic of MMORPG � Counter-Strike � but
one in which all players share a hierarchical structured map.
Using trace-driven simulation, we demonstrate that G-COPSS
can achieve high scalability and tight timeliness requirements
of MMORPG. The simulator is parameterized based on microbenchmarks
of our implementation. Our evaluations show
that G-COPSS provides orders of magnitude improvement in
update latency and a factor of two reduction in aggregate
network load compared to a server-based implementation.}},
	att_authors={kr2812},
	att_categories={},
	att_copyright={{IEEE}},
	att_copyright_notice={{This version of the work is reprinted here with permission of IEEE for your personal use. Not for redistribution. The definitive version was published in IEEE International Conference on Distributed Computing Systems (ICDCS). {{, 2012-06-18}}{{, http://icdcs-2012.org/}}
}},
	att_donotupload={},
	att_private={false},
	att_projects={},
	att_tags={Content Centric Networking, Gaming Applications},
	att_techdoc={true},
	att_techdoc_key={TD:100730},
	att_url={http://web1.research.att.com:81/techdocs_downloads/TD:100730_DS1_2011-11-20T17:17:55.807Z.pdf},
	author={Jiachen Chen, University of Goettingen and Mayutan Arumaithurai, University of Goettingen and Xiaoming Fu ,University of Goettingen and Kadangode Ramakrishnan},
	institution={{IEEE International Conference on Distributed Computing Systems (ICDCS)}},
	month={June},
	title={{G-COPSS: A Content Centric Communication Infrastructure for Gaming}},
	year=2012,
}