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Proceedings ArticleDOI

Peer-to-peer support for massively multiplayer games

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TLDR
This work has designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures, and has implemented a simple game called SimMud, and experimented with up to 4000 players to demonstrate the applicability of this approach.
Abstract
We present an approach to support massively multiplayer games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures. The resulting system dynamically scales with the number of online players. It is more flexible and has a lower deployment cost than centralized games servers. We have implemented a simple game we call SimMud, and experimented with up to 4000 players to demonstrate the applicability of this approach.

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Journal ArticleDOI

VON: a scalable peer-to-peer network for virtual environments

TL;DR: The Voronoi-based overlay network (VON), a simple and efficient design that maintains the P2P topology in a fully-distributed, low-latency, and message-efficient manner, is proposed.
Proceedings ArticleDOI

One torus to rule them all: multi-dimensional queries in P2P systems

TL;DR: This work shows how to adapt two popular spatial-database solutions - kd-trees and space-filling curves - and experimentally compare their effectiveness and shows how such queries may be supported in a P2P system by adapting traditional spatial- database technologies with novel P1P routing networks and load-balancing algorithms.
Proceedings Article

Colyseus: a distributed architecture for online multiplayer games

TL;DR: This paper presents the design, implementation, and evaluation of Colyseus, a distributed architecture for interactive multiplayer games that takes advantage of a game's tolerance for weakly consistent state and predictable workload to meet the tight latency constraints of game-play and maintain scalable communication costs.
Proceedings ArticleDOI

Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games

TL;DR: A zoned federation model is proposed to adapt MOG to peer-to-peer networks and it is shown that this approach is applicable to small and medium-sized MOGs, where the number of nodes is less than 500.
Journal ArticleDOI

Donnybrook: enabling large-scale, high-speed, peer-to-peer games

TL;DR: Donnybrook is described, a system that enables epic-scale battles without dedicated server resources, even in a fast-paced game with tight latency bounds, by disseminating updates via a multicast system designed for the special requirements of games.
References
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Proceedings ArticleDOI

Chord: A scalable peer-to-peer lookup service for internet applications

TL;DR: Results from theoretical analysis, simulations, and experiments show that Chord is scalable, with communication cost and the state maintained by each node scaling logarithmically with the number of Chord nodes.
Book ChapterDOI

Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems

TL;DR: Pastry as mentioned in this paper is a scalable, distributed object location and routing substrate for wide-area peer-to-peer ap- plications, which performs application-level routing and object location in a po- tentially very large overlay network of nodes connected via the Internet.
Proceedings ArticleDOI

A scalable content-addressable network

TL;DR: The concept of a Content-Addressable Network (CAN) as a distributed infrastructure that provides hash table-like functionality on Internet-like scales is introduced and its scalability, robustness and low-latency properties are demonstrated through simulation.
Journal ArticleDOI

Chord: a scalable peer-to-peer lookup protocol for Internet applications

TL;DR: Results from theoretical analysis and simulations show that Chord is scalable: Communication cost and the state maintained by each node scale logarithmically with the number of Chord nodes.
Journal ArticleDOI

OceanStore: an architecture for global-scale persistent storage

TL;DR: OceanStore monitoring of usage patterns allows adaptation to regional outages and denial of service attacks; monitoring also enhances performance through pro-active movement of data.
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It is more flexible and has a lower deployment cost than centralized games servers.