Efficient filtering for massively distributed video games
Résumé
Distributed R-trees overlays recently emerged as an alternative for efficiently implementing DHT-free publish/subscribe communication primitives. Overlays using R-tree index structures offer logarithmic delivery garanties, guarantee zero false negatives and considerably reduce the number of false positives. In this paper we extend the distributed R-trees (DR-Trees) in order to meet two key requirements in massively distributed video game applications: load balancing and low latency. Our optimizations target both thestructural organisation of the DR-Trees and the publication policies. The contribution of the current work steams in an extensive evaluation of the novel structure along four parameters: latency, load, scalability and the rate of false positives. Interestingly, the novel structure performs better than the traditional distributed R-tree both in terms of load balancing and latency. Additionally, it does not alter the performances related to the scalability and the rate of false positives and negatives a node has to filter.
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