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Brigham Young University - Provo

Design and Measurement of a Real-Time Peer-to-Peer Game

Abstract

dc:description.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

thesis:*
Name thesis:degree_name
MS
Grantor dc:publisher
Brigham Young University - Provo

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Simonsen, Michael D.

Subjects

dc:subject × 6

Rights

Language dc:language
English

Identifiers

dc:identifier.*
Repository record dc:identifier
https://scholarsarchive.byu.edu/etd/361
OAI identifier oai:identifier
oai:scholarsarchive.byu.edu:etd-1360

Chain of custody

source
Harvested from
Brigham Young University
Base URL
scholarsarchive.byu.edu/do/oai/
Last updated
2026-07-24
Source record
OAI-PMH GetRecord
citation

Simonsen, Michael D.. Design and Measurement of a Real-Time Peer-to-Peer Game. Brigham Young University - Provo, https://scholarsarchive.byu.edu/etd/361