254 research outputs found
Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments
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
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
PVW: Designing Virtual World Server Infrastructure
This paper presents a high level overview of PVW (Partitioned Virtual Worlds), a distributed system architecture for the management of virtual worlds. PVW is designed to support arbitrarily large and complex virtual worlds while accommodating dynamic and highly variable user population and content distribution density. The PVW approach enables the task of simulating and managing the virtual world to be distributed over many servers by spatially partitioning the environment into a hierarchical structure. This structure is useful both for balancing the simulation load across many nodes, as well as features such as geometric simplification and distribution of dynamic content
Scalable Resource and QoS Brokering Mechanisms for Massively Multiplayer Online Games
Multiplayer online games have become an increasingly integral part of online entertainment.
With advances in social media, the number of players of these games is
increasing at a very rapid rate, which in some cases has been observed to be exponential.
This is when resource becomes a concern. In this thesis, I investigated several
challenges in developing and maintaining multiplayer games such as hotspots, genrespeci
c limitations, unpredictable quality of service and rigidity in resource availability.
I showed that these issues can be solved by adopting mechanisms for separation
of resource concerns from functional concerns and coordination of resources. To support
resource coordination, I divided the ownership of resources among three partiesgame
owner, resource owner and game player. I developed the CyberOrgs-MMOG
API, which supports Massively Multiplayer Online Game (MMOG) platforms capable
of resource sharing among multiple peers, through mechanisms for acquiring
these resources dynamically. I showed that dynamic acquisition of resources can
solve the resource questions mentioned above. The API was evaluated using a 2D
game with up to 250 simulated players. I also showed, how the game's responsiveness
can be dynamically adjusted in a scalable way. This thesis presents the design and
implementation of the CyberOrgs-MMOG API, interfaces provided to the interacting
agents representing di erent parties. I integrated a 2D multiplayer game with
the API and evaluated the mechanisms supported by the API
A Systematic Mapping Study of MMOG Backend Architectures
The advent of utility computing has revolutionized almost every sector of traditional software development. Especially commercial cloud computing services, pioneered by the likes of Amazon, Google and Microsoft, have provided an unprecedented opportunity for the fast and sustainable development of complex distributed systems. Nevertheless, existing models and tools aim primarily for systems where resource usage—by humans and bots alike—is logically and physically quite disperse resulting in a low likelihood of conflicting resource access. However, a number of resource-intensive applications, such as Massively Multiplayer Online Games (MMOGs) and large-scale simulations introduce a requirement for a very large common state with many actors accessing it simultaneously and thus a high likelihood of conflicting resource access. This paper presents a systematic mapping study of the state-of-the-art in software technology aiming explicitly to support the development of MMOGs, a class of large-scale, resource-intensive software systems.By examining the main focus of a diverse set of related publications, we identify a list of criteria that are important for MMOG development. Then, we categorize the selected studies based on the inferred criteria in order to compare their approach, unveil the challenges faced in each of them and reveal research trends that might be present. Finally we attempt to identify research directions which appear promising for enabling the use of standardized technology for this class of systems
A Systematic Mapping Study of MMOG Backend Architectures
The advent of utility computing has revolutionized almost every sector of traditional software development. Especially commercial cloud computing services, pioneered by the likes of Amazon, Google and Microsoft, have provided an unprecedented opportunity for the fast and sustainable development of complex distributed systems. Nevertheless, existing models and tools aim primarily for systems where resource usage—by humans and bots alike—is logically and physically quite disperse resulting in a low likelihood of conflicting resource access. However, a number of resource-intensive applications, such as Massively Multiplayer Online Games (MMOGs) and large-scale simulations introduce a requirement for a very large common state with many actors accessing it simultaneously and thus a high likelihood of conflicting resource access. This paper presents a systematic mapping study of the state-of-the-art in software technology aiming explicitly to support the development of MMOGs, a class of large-scale, resource-intensive software systems.By examining the main focus of a diverse set of related publications, we identify a list of criteria that are important for MMOG development. Then, we categorize the selected studies based on the inferred criteria in order to compare their approach, unveil the challenges faced in each of them and reveal research trends that might be present. Finally we attempt to identify research directions which appear promising for enabling the use of standardized technology for this class of systems
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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 WoW’s 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 today’s 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 (“Carbon”) 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 DVE’s 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
An Overview of the Networking Issues of Cloud Gaming: A Literature Review
With the increasing prevalence of video games comes innovations that aim to evolve them. Cloud gaming is poised as the next phase of gaming. It enables users to play video games on any internet-enabled device. Such improvement could, therefore, enhance the processing power of existing devices and solve the need to spend large amounts of money on the latest gaming equipment. However, others argue that it may be far from being practically functional. Since cloud gaming places dependency on networks, new issues emerge. In relation, this paper is a review of the networking perspective of cloud gaming. Specifically, the paper analyzes its issues and challenges along with possible solutions. In order to accomplish the study, a literature review was performed. Results show that there are numerous issues and challenges regarding cloud gaming networks. Generally, cloud gaming has problems with its network quality of service (QoS) and quality of experience (QoE). The poor QoS and QoE of cloud gaming can be linked to unsatisfactory latency, bandwidth, delay, packet loss, and graphics quality. Moreover, the cost of providing the service and the complexity of implementing cloud gaming were considered challenges. For these issues and challenges, solutions were found. The solutions include lag or latency compensation, compression with encoding techniques, client computing power, edge computing, machine learning, frame adaption, and GPU-based server selection. However, these have limitations and may not always be applicable. Thus, even if solutions exist, it would be beneficial to analyze the networking side of cloud gaming further
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