526 research outputs found
Re-engineering jake2 to work on a grid using the GridGain Middleware
With the advent of Massively Multiplayer Online Games (MMOGs), engineers and
designers of games came across with many questions that needed to be answered such
as, for example, "how to allow a large amount of clients to play simultaneously on the
same server?", "how to guarantee a good quality of service (QoS) to a great number
of clients?", "how many resources will be necessary?", "how to optimize these resources
to the maximum?". A possible answer to these questions relies on the usage of grid
computing.
Taking into account the parallel and distributed nature of grid computing, we can say
that grid computing allows for more scalability in terms of a growing number of players,
guarantees shorter communication time between clients and servers, and allows for a
better resource management and usage (e.g., memory, CPU, core balancing usage, etc.)
than the traditional serial computing model.
However, the main focus of this thesis is not about grid computing. Instead, this
thesis describes the re-engineering process of an existing multiplayer computer game,
called Jake2, by transforming it into a MMOG, which is then put to run on a grid
Applying Supernode Architecture for Scalable Multiplayer Computer Game
SĂŒsteemi skaleeritavus, kiire vastamise aeg ja madal hinnatase on tĂ€htsad atribuudid, mida tuleb arvesse vĂ”tta suurte multimĂ€ngijatega online mitmikmĂ€ngude loomisel. Sellistes sĂŒsteemides mĂ€ngib suurt rolli arhitektuur. PartnervĂ”rkude arhitektuuridel on madalad hinnad ning need suudavad saavutada jĂ€rk-jĂ€rgulise kasvu tĂ€nu nende hajususele ja koostööle. Peale selle suudavad nad kiirelt reageerida tĂ€nu otseĂŒhendustele mĂ€ngijate vahel. Samas esineb selliste arhitektuuridega mitmeid probleeme. Selles lĂ”putöös uuritakse olemasolevaid partnervĂ”rkude lahendusi suurtele multimĂ€ngijatega online olevatele mĂ€ngudele. Veel uurib see lĂ”putöö kahte hĂŒbriidarhitektuuri - esimeses on kasutatud supernode punkte koos keskse ĂŒhenduspunktiga ning teises on kasutatud keskset vĂ”rguharu ĂŒhenduspunkti ilma keskse ĂŒhenduspunktita. Lisaks sellele esitab see lĂ”putöö lahenduse supernodemultimĂ€ngijatega online mĂ€ngudele, mis pĂ”hinevad multiedastuse pĂ”himĂ”ttel.Selleks, et tulevikus analĂŒĂŒse lĂ€bi viia, on kogu sĂŒsteem implementeeritud simulatsiooniga.Scalability, fast response time and low cost are of utmost importance in designing a successful massively multiplayer online game. The underlying architecture plays an important role in meeting these conditions. Peer-to-peer architectures, have low infrastructure costs and can achieve high scalability, due to their distributed and collaborative nature. They can also achieve fast response times by creating direct connections between players. However, these architectures face many challenges.Therefore, the paper investigates existing peer to peer architecture solutions for a massively multiplayer online games. The study examines two hybrid architectures. In the first one, a supernode approach is used with a central server. In the contrast in the second one, there is no central server and pure peer to peer architecture is deployed. Moreover, the thesis proposes a solution based on multicast peer discovery and supernodes for a massively multiplayer online game. Also, all system is covered with simulation, that provides results for future analysing
Bipartite electronic SLA as a business framework to support cross-organization load management of real-time online applications
Online applications such as games and e-learning applications fall within the broader category of real-time online interactive applications (ROIA), a new class of âkillerâ application for the Grid that is being investigated in the edutain@grid project. The two case studies in edutain@grid are an online game and an e-learning training application. We present a novel Grid-based business framework that makes use of bipartite service level agreements (SLAs) and dynamic invoice models to model complex business relationships in a massively scalable and flexible way. We support cross-organization load management at the business level, through zone migration. For evaluation we look at existing and extended value chains, the quality of service (QoS) metrics measured and the dynamic invoice models that support this work. We examine the causal links from customer quality of experience (QoE) and service provider quality of business (QoBiz) through to measured quality of service. Finally we discuss a shared reward business ecosystem and suggest how extended service level agreements and invoice models can support this
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Distributed virtual environment scalability and security
Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads.
This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoWâs workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to todayâs consumers, regardless of its overhead.
Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption.
A trusted auditing system (âCarbonâ) is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVEâs risk tolerance.
Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals.
Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead
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