278 research outputs found

    Evaluation of Scalability and Communication in MMOGs

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    Massively Multiplayer Online Games (MMOGs) can involve millions of synchronous players scattered across the world and participating with each other within a single shared game. One of the most significant issues in MMOGs is scalability and it is impact on the responsiveness and the quality of the game. In this paper, we propose a new architecture to increase the scalability without affecting the responsiveness of the game, using a hybrid Peer-to-Peer system. This mechanism consists of central servers to control and manage the game state, as well as super-peer and clone-super-peer to control and manage sub-networks of nodes sharing common regions of the game world. We use the OPNET Modeler to simulate the system and compare the results with client/server system to show the difference in delay and traffic received for various applications such as remote login, database, HTTP, and FTP sessions which are all part of an MMOG system. We use four scenarios for each system to evaluate the scalability of the system with different number of peers (i.e.125, 250, 500, and 1000 peers). The results show that the hybrid P2P system is more scalable for MMOGs when compared with client/server system

    Applying Supernode Architecture for Scalable Multiplayer Computer Game

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    Süsteemi skaleeritavus, kiire vastamise aeg ja madal hinnatase on tähtsad atribuudid, mida tuleb arvesse võtta suurte multimängijatega online mitmikmängude loomisel. Sellistes süsteemides mängib suurt rolli arhitektuur. Partnervõrkude arhitektuuridel on madalad hinnad ning need suudavad saavutada järk-järgulise kasvu tänu nende hajususele ja koostööle. Peale selle suudavad nad kiirelt reageerida tänu otseühendustele mängijate vahel. Samas esineb selliste arhitektuuridega mitmeid probleeme. Selles lõputöös uuritakse olemasolevaid partnervõrkude lahendusi suurtele multimängijatega online olevatele mängudele. Veel uurib see lõputöö kahte hübriidarhitektuuri - esimeses on kasutatud supernode punkte koos keskse ühenduspunktiga ning teises on kasutatud keskset võrguharu ühenduspunkti ilma keskse ühenduspunktita. Lisaks sellele esitab see lõputöö lahenduse supernodemultimängijatega online mängudele, mis põhinevad multiedastuse põhimõttel.Selleks, et tulevikus analüüse läbi viia, on kogu süsteem 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

    A spatial publish subscribe overlay for massively multiuser virtual environments

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    Proceedings of the International Conference on Electronics and Information Engineering, 2010, v. 2, p. 314-318Peer-to-peer (P2P) architectures have become popular for designing scalable virtual environments (VEs) in recent years. However, one question that remains is whether a single overlay can be flexible enough to support different types of VEs. We present S-VON, a P2P overlay that attempts this goal by providing spatial publish / subscribe (SPS) services. Besides flexibility, S-VON also aims to be practical and efficient by utilizing super-peers and considering the physical topology (i.e., network distance) to reduce latencies. Our simulations show that super-peers provide a unique design space where both bandwidth usage and latencies can be effectively reduced, such that even a crowded Second Life region can be hosted with residential ADSL. © 2010 IEEE.published_or_final_versio

    NGS: An application layer network game simulator

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    In the last five years the popularity of Massively Multiplayer Online Games (MMOGs) has exploded. Unfortunately, the demand has far outweighed the resources developers can provide. Many MMOGs are suffering from scalability issues, resulting in sharding, down time, and server crashes. To solve these problems, the research community is investigating peer-to-peer (P2P) overlay networks to support MMOGs, as P2P networks are theoretically and practically scalable. The majority of analysis of P2P gaming architectures has been qualitative, making it difficult to understand the strengths and weaknesses of each system. This is partially due to the lack of appropriate simulation tools. To address this problem we have developed an application layer network game simulator - NGS - for modelling network game architectures. NGS includes mechanisms to collect quantitative metrics, which may then be used to perform comparisons with other architectures. NGS is flexible enough to model Client/Server, Region based, Neighbour based, and hybrid architectures. It is extensible and modular, and will enable the research community to evaluate the benefits and weaknesses of existing and new network gaming architectures. Results demonstrating the extensibility and performance of NGS, and comparisons of the performance of several different architectures are included

    Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments

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    Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other sensors, combined with wireless networking, a pervasive game can respond to player's movements and context and enable them to communicate with a game engine and other players. We review our recent deployment examples of pervasive games in order to explain their distinctive characteristics as wireless ad-hoc networking applications. We then identify the network support challenges of scaling pervasive games to include potentially mass numbers of players across extremely heterogeneous and unreliable networks. We propose a P2P overlay capable of storing large amount of game related data, which is the key to combating the loss of coverage and potential dishonesty of players. The proposed protocol decreases the deployment costs of the gaming infrastructure by self organization and utilizing storage space of users' devices. We demonstrate scalability and increased availability of data offered by the proposed protocol in simulation based evaluatio

    Solving key design issues for massively multiplayer online games on peer-to-peer architectures

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    Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale on the Internet and are predominantly implemented by Client/Server architectures. While such a classical approach to distributed system design offers many benefits, it suffers from significant technical and commercial drawbacks, primarily reliability and scalability costs. This realisation has sparked recent research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This thesis identifies six key design issues to be addressed by P2P MMOGs, namely interest management, event dissemination, task sharing, state persistency, cheating mitigation, and incentive mechanisms. Design alternatives for each issue are systematically compared, and their interrelationships discussed. How well representative P2P MMOG architectures fulfil the design criteria is also evaluated. It is argued that although P2P MMOG architectures are developing rapidly, their support for task sharing and incentive mechanisms still need to be improved. The design of a novel framework for P2P MMOGs, Mediator, is presented. It employs a self-organising super-peer network over a P2P overlay infrastructure, and addresses the six design issues in an integrated system. The Mediator framework is extensible, as it supports flexible policy plug-ins and can accommodate the introduction of new superpeer roles. Key components of this framework have been implemented and evaluated with a simulated P2P MMOG. As the Mediator framework relies on super-peers for computational and administrative tasks, membership management is crucial, e.g. to allow the system to recover from super-peer failures. A new technology for this, namely Membership-Aware Multicast with Bushiness Optimisation (MAMBO), has been designed, implemented and evaluated. It reuses the communication structure of a tree-based application-level multicast to track group membership efficiently. Evaluation of a demonstration application shows i that MAMBO is able to quickly detect and handle peers joining and leaving. Compared to a conventional supervision architecture, MAMBO is more scalable, and yet incurs less communication overheads. Besides MMOGs, MAMBO is suitable for other P2P applications, such as collaborative computing and multimedia streaming. This thesis also presents the design, implementation and evaluation of a novel task mapping infrastructure for heterogeneous P2P environments, Deadline-Driven Auctions (DDA). DDA is primarily designed to support NPC host allocation in P2P MMOGs, and specifically in the Mediator framework. However, it can also support the sharing of computational and interactive tasks with various deadlines in general P2P applications. Experimental and analytical results demonstrate that DDA efficiently allocates computing resources for large numbers of real-time NPC tasks in a simulated P2P MMOG with approximately 1000 players. Furthermore, DDA supports gaming interactivity by keeping the communication latency among NPC hosts and ordinary players low. It also supports flexible matchmaking policies, and can motivate application participants to contribute resources to the system

    Re-engineering jake2 to work on a grid using the GridGain Middleware

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    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

    Design Issues for Peer-to-Peer Massively Multiplayer Online Games.

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    Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale, and while classical Client/Server (C/S) architectures convey some benefits, they suffer from significant technical and commercial drawbacks. This realisation has sparked intensive research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This paper articulates a comprehensive set of six design issues to be addressed by P2P MMOGs, namely Interest Management (IM), game event dissemination, Non-Player Character (NPC) host allocation, game state persistency, cheating mitigation and incentive mechanisms. Design alternatives for each issue are systematically compared, and their interrelationships discussed. We further evaluate how well representative P2P MMOG architectures fulfil the design criteria
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