Abstract:Large-scale distributed simulations model the activities of thousands of entities interacting in a virtual environment simulated over wide-area networks. Originally these systems used protocols that dictated that all entities broadcast messages about all activities, including remaining immobile or inactive, to all other entities, resulting in an explosion of incoming messages for all entities, most of which were of no interest. Using a filtering mechanism called interest management, some of these systems now a… Show more
“…Our design is based on the fact that players in games have limited movement speed and sensing capabilities, thus the data access in games exhibits both temporal and spatial localities. Networked games and distributed real-time simulations have exploited this property and applied interest management [27] to game state. Interest management allows us to limit the amount of state any given player has access to, so that we can both distribute the game world at a fine granularity and localize the communication.…”
Section: General Distributed Game Designmentioning
confidence: 99%
“…The key to the feasibility of a P2P game architecture is locality of interest [27]. Games are designed such that while the game world is large, the area of interest to a single player is limited, typically correlating to the sensory capabilities of the game characters being modeled.…”
Abstract-We present an approach to support massively multi-player 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.
“…Our design is based on the fact that players in games have limited movement speed and sensing capabilities, thus the data access in games exhibits both temporal and spatial localities. Networked games and distributed real-time simulations have exploited this property and applied interest management [27] to game state. Interest management allows us to limit the amount of state any given player has access to, so that we can both distribute the game world at a fine granularity and localize the communication.…”
Section: General Distributed Game Designmentioning
confidence: 99%
“…The key to the feasibility of a P2P game architecture is locality of interest [27]. Games are designed such that while the game world is large, the area of interest to a single player is limited, typically correlating to the sensory capabilities of the game characters being modeled.…”
Abstract-We present an approach to support massively multi-player 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.
“…Each player subscribes to the groups that represent nearby regions that it can affect or where events that can affect the player may occur [2,3]. If multiple players have overlapping areas of interest, they must see the common events in the same order to maintain consistency.…”
Abstract. We describe a method to order messages across groups in a publish/subscribe system without centralized control or large vector timestamps. We show that our scheme is practical-little state is required; that it is scalable-the maximum message load is limited by receivers; and that it performs well-the paths messages traverse to be ordered are not made much longer than necessary. Our insight is that only messages to groups that overlap in membership can be observed to arrive out of order: sequencing messages to these groups is sufficient to provide a consistent order, and when publishers subscribe to the groups to which they send, this message order is a causal order.
“…They are self-organizing, decentralized systems and provide the functionality of scalable distributed hash table (DHT) [17]. The systems balance object hosting and query load, transparently reconfigure after node failures, and provide efficient routing queries [15] [24].…”
Section: B Peer-to-peer Topology and Overlaysmentioning
confidence: 99%
“…A way of storing this much data among a collection of nodes hierarchically organized, where information could be required by any node, requires careful designing [24].…”
Abstract-Massively Multiplayer Online Games (MMOGs) are becoming a very important part of computer entertainment business. With recent development of broadband technologies, the increase of the number of players is putting a strong pressure on this type of applications. Commonly used clients/server systems do not cope well with scalability, limiting the number of players who interact with each other, are not robust enough and might be subject to bottleneck due to their centralized infrastructure. These systems also force the developers to invest enormous amount of money on hardware and time to design complex software systems. To solve these problems we propose a fully distributed, peer-to-peer architecture for MMOGs.In this paper we discuss the issues surrounding MMOGs, the limitations in term of network infrastructure, and the lack of simulation environment to study and evaluate network architecture and protocol. We use a peer-to-peer (P2P) based architecture and protocol to provide a more scalable, flexible and robust technology solution than currently used infrastructures. We have conducted the design and implementation of a modular MMOG: 'Time-Prisoners', using a P2P protocol developed in Java and JXTA. The characteristics of P2P overlays enable to organize dynamically, and in transparent way for the users, the group of players according to their locations in the virtual world, and allow to design scalable mechanism to distribute the game state to the players and to maintain the world consistent in case of node failures.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.