Generalized two-tier relevance filtering of computer game update events

In this work-in-progress paper we present a relevance filtering scheme for a two-tier server architecture optimized for massive multiplayer online games. We distinguish between interest management of server tier game state and bandwidth adaptation of concentrator tier client link thresholds, making the concentrator tier totally application independent. An initial prototype has been implemented, demonstrating significant reductions in update event rate without loss of playability.

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