Synonyms
Definition
In a Massively Multiplayer Online Game, the Area-Of-Interest (AOI) is that portion of the virtual world of specific interest for a player.
Introduction
Users participating in a Massively Multiplayer Online Game (MMOG) share a synchronous and persistent virtual world with each other through Avatars, i.e., the players alter ego in the virtual world. In order to enable an engaging experience typical of MMOG, the state of entities in the virtual world, such as avatars and objects, has to be replicated in avatar nodes in a timely fashion. However, broadcasting all state changes to every node in a MMOG is not a practical solution. Naturally, each avatar is interested to be updated in only a subset of the whole virtual world, which is commonly referred to as Area of Interest (AOI). The AOI management (AOIM), often referred to also as Interest Management (2002), is a core activity in the operations of a MMOG, and can be informally defined as the...
References
Ahmed, D. T., Shirmohammadi, S.: A dynamic area of interest management and collaboration model for p2p mmogs. In: Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications, pp. 27–34. IEEE Computer Society, (2008)
Backhaus, H., Krause, S.: Quon: A quad-tree-based overlay protocol for distributed virtual worlds. Int. J. Adv. Media Commun. 4(2), 126–139 (2010)
Boulanger, J.-S., Kienzle, J., Verbrugge, C.: Comparing interest man-agement algorithms for massively multiplayer games. In: Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games, p. 6. ACM, (2006).
Carlini, E., Ricci, L., Coppola, M.: Reducing server load in mmog via p2p gossip. In: Network and Systems Support for Games (NetGames), 2012 11th Annual Workshop on, pp 1–2. IEEE, (2012)
Carter, C., El Rhalibi, A., Merabti, M.: A survey of AOIM, distribution and communication in peer-to-peer online games. In: Computer Communications and Networks (ICCCN), 2012 21st International Conference on, pp. 1–5. IEEE, (2012)
Deng, Y., Lau, R.W.: Dynamic load balancing in distributed virtual environments using heat diffusion. ACM Trans. Multimedia Comput. Commun. Appl. 10(2), 16 (2014)
Hosseini, M., Pettifer, S., Georganas, N. D.: Visibility-based interest management in collaborative virtual environments. In Proceedings of the 4th international conference on Collaborative virtual environments, pp. 143–144. ACM, (2002)
Hu, S.-Y., Chen, J.-F., Chen, T.-H.: Von: A scalable peer-to-peer network for virtual environments. IEEE Network. 20(4), 22–31 (2006)
Hu, S.-Y., Chen, K.-T.: Vso: Self-organizing spatial publish subscribe. In: Self-Adaptive and Self-Organizing Systems (SASO). Fifth IEEE International Conference on, pp. 21–30. IEEE, (2011)
Prodan, R., Nae, V.: Prediction-based real-time resource provisioning for massively multiplayer online games. Future Generat Comput Syst. 25(7), 785–793 (2009)
Ricci, L., Carlini, E.: Distributed virtual environments: From client server to cloud and p2p architectures. In: High Performance Computing and Simulation (HPCS), 2012 International Conference on, pp. 8–17. IEEE, (2012)
Ricci, L., Genovali, L., Carlini, E., Coppola, M.: Aoi-cast in distributed virtual environments: An approach based on delay tolerant reverse com-pass routing. Concur. Comput. Pract. Exper. 27(9), 2329–2350 (2015)
Ricci, L., Genovali, L., Guidi, B.: Managing virtual entities in mmogs: A voronoi-based approach. In: International Conference on E-Business and Telecommunications, pp. 58–73. Springer, (2013)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this entry
Cite this entry
Ricci, L., Carlini, E. (2018). Area of Interest Management in Massively Multiplayer Online Games. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_239-1
Download citation
DOI: https://doi.org/10.1007/978-3-319-08234-9_239-1
Received:
Accepted:
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-08234-9
Online ISBN: 978-3-319-08234-9
eBook Packages: Living Reference Computer SciencesReference Module Computer Science and Engineering