3,130 research outputs found

    Load balancing for massively multiplayer online games

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    Supporting thousands, possibly hundreds of thousands, of players is a requirement that must be satisfied when delivering server based online gaming as a commercial concern. Such a requirement may be satisfied by utilising the cumulative processing resources afforded by a cluster of servers. Clustering of servers allow great flexibility, as the game provider may add servers to satisfy an increase in processing demands, more players, or remove servers for routine maintenance or upgrading. If care is not taken, the way processing demands are distributed across a cluster of servers may hinder such flexibility and also hinder player interaction within a game. In this paper we present an approach to load balancing that is simple and effective, yet maintains the flexibility of a cluster while promoting player interaction

    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

    Heuristics for Client Assignment and Load Balancing Problems in Online Games

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    Massively multiplayer online games (MMOGs) have been very popular over the past decade. The infrastructure necessary to support a large number of players simultaneously playing these games raises interesting problems to solve. Since the computations involved in solving those problems need to be done while the game is being played, they should not be so expensive that they cause any noticeable slowdown, as this would lead to a poor player perception of the game. Many of the problems in MMOGs are NP-Hard or NP-Complete, therefore we must develop heuristics for those problems without negatively affecting the player experience as a result of excessive computation. In this dissertation, we focus on a few of the problems encountered in MMOGs – the Client Assignment Problem (CAP) and both centralized and distributed load balancing – and develop heuristics for each. For the CAP we investigate how best to assign players to servers while meeting several conditions for satisfactory play, while in load balancing we investigate how best to distribute load among game servers subject to several criteria. In particular, we develop three heuristics - a heuristic for a variant of the CAP called Offline CAP-Z, a heuristic for centralized load balancing called BreakpointLB, and a heuristic for distributed load balancing called PLGR. We develop a simulator to simulate the operations of an MMOG and implement our heuristics to measure performance against adapted heuristics from the literature. We find that in many cases we are able to produce better results than those adapted heuristics, showing promise for implementation into production environments. Further, we believe that these ideas could also be easily adapted to the numerous other problems to solve in MMOGs, and they merit further consideration and augmentation for future research

    Intelligent Management and Efficient Operation of Big Data

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    This chapter details how Big Data can be used and implemented in networking and computing infrastructures. Specifically, it addresses three main aspects: the timely extraction of relevant knowledge from heterogeneous, and very often unstructured large data sources, the enhancement on the performance of processing and networking (cloud) infrastructures that are the most important foundational pillars of Big Data applications or services, and novel ways to efficiently manage network infrastructures with high-level composed policies for supporting the transmission of large amounts of data with distinct requisites (video vs. non-video). A case study involving an intelligent management solution to route data traffic with diverse requirements in a wide area Internet Exchange Point is presented, discussed in the context of Big Data, and evaluated.Comment: In book Handbook of Research on Trends and Future Directions in Big Data and Web Intelligence, IGI Global, 201

    Imageability and Intelligibility in 3D Game Environments Examining Experiential and Cultural Influence on the Design Process

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    The games industry has developed online multiplayer three-dimensional game worlds that allow players from different geographical locations to engage in competitive and cooperative gameplay together. This has enabled players from different cultures to inhabit the same virtual game world, bypassing any geographical or cultural boundaries found in the real world. These 3D game worlds ask the player to use the basic principles of spatial awareness and movement from the real world, and are often virtual representations of real world environments. These spaces are designed for players from all nationalities to inhabit concurrently. There is now a need to determine design considerations for these multicultural multiplayer game worlds but any investigation must consider the historical evidence from the games industry of cultural differences in gameplay preferences. This thesis discusses the effect of cultural knowledge on the spatial design and interpretation of three-dimensional game environments that are based on real world affordances. A new methodology for the comparative analysis of the design of three-dimensional game environments is established using Space Syntax metrics. This facilitates the discussion of cultural models applied to design thinking for the implementation and interpretation of game environments. Through spatial metrics the analysis of the intelligibility underlying three-dimensional game environments is correlated to the imageability of the projected two-dimensional screen image. The application of this methodology to internationally popular, and culturally specific, game environments establishes new knowledge on tacit cultural influences within game design processes. The analysed intelligibility of the environments indicates cognitive differences between Eastern and Western cultures, already recognised in the interpretation of two-dimensional imagery, also exist within the design and interpretation of three-dimensional game spaces. This study establishes a new methodology through the analysis of intelligibility for design research into game environments. The resulting evaluation of tacit cultural influences within the design of the environments establishes new cultural differences and commonalities. These design characteristics can inform future game design methodologies within industry for the design and implementation of multicultural game environments

    Datura: distributing activity in peer to peer collaborative virtual environments

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    Collaborative Virtual Environments (CVEs) are an exciting advance in the field of Virtual Reality (VR) research. By joining VR systems---and users---at widely scattered geographic locations, VR changes from an isolated experience to one of communication, interaction, and collaboration. Much research effort is being placed into the development of tools and techniques to power these collaborative experiences.;This dissertation describes the Datura toolkit for CVE development and, more importantly, the new concepts and methods that make Datura unique. We focus on the idea of Location of Computation (LoC)---methods for determining where, among all the sites participating in a CVE, particular calculations or particular decisions should be made. Datura connects sites into a peer to peer network, allowing each one to participate fully in bringing the virtual world to life.;Datura works at the level of elements---individual components that imbue shared objects with data, behaviors, and capabilities. These elements are shared among all sites, and control over them can be granted or migrated individually. This dissertation discusses the mechanisms for transferring control and computation, and provides a system for deciding where control should reside for each element in a CVE. An extensive set of tests and evaluations are also described, verifying the capabilities of the Datura system and demonstrating the performance and error-handling gains that are made by this fine-grained control over the location of computation

    A Systematic Mapping Study of MMOG Backend Architectures

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    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

    The platformer experience dataset

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    Player modeling and estimation of player experience have become very active research fields within affective computing, human computer interaction, and game artificial intelligence in recent years. For advancing our knowledge and understanding on player experience this paper introduces the Platformer Experience Dataset (PED) - the first open-access game experience corpus - that contains multiple modalities of user data of Super Mario Bros players. The open-access database aims to be used for player experience capture through context-based (i.e. game content), behavioral and visual recordings of platform game players. In addition, the database contains demographical data of the players and self-reported annotations of experience in two forms: ratings and ranks. PED opens up the way to desktop and console games that use video from webcameras and visual sensors and offer possibilities for holistic player experience modeling approaches that can, in turn, yield richer game personalization.peer-reviewe

    The platformer experience dataset

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