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SEMMO: a scalable engine for massively multiplayer online games
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International Conference on Management of Data archive
Proceedings of the 2008 ACM SIGMOD international conference on Management of data table of contents
Vancouver, Canada
DEMONSTRATION SESSION: Group 1 table of contents
Pages 1235-1238  
Year of Publication: 2008
ISBN:978-1-60558-102-6
Authors
Nitin Gupta  Cornell University, Ithaca, NY, USA
Alan J. Demers  Cornell University, Ithaca, NY, USA
Johannes E. Gehrke  Cornell University, Ithaca, NY, USA
Sponsors
ACM: Association for Computing Machinery
SIGMOD: ACM Special Interest Group on Management of Data
Publisher
ACM  New York, NY, USA
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ABSTRACT

We propose to demonstrate SEMMO, a consistency server for MMOs. The key features of SEMMO are its novel distributed consistency protocol and system architecture. The distributed nature of the engine allows the clients to perform all computations locally; the only computation that the central server performs is to determine the serialization order of game actions.

We will demo SEMMO through a game called Manhattan Pals, and show how we can exploit game semantics in order to support large-scale MMOs. In the demo, avatars of the audience will be able to play Manhattan Pals and thus experience various scalability and consistency effects of an MMO.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
S. Carless. http://www.gamasutra.com/php-bin/news_index.php?story=16458.
 
2
B. Dalton. Online gaming architecture: Dealing with the real-time data crunch in MMOs. In Proc. Austin GDC, 2007.
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T. Keating. Dupes, speed hacks and black holes: How players cheat in MMOs. In Proc. Austin GDC, Austin, TX, September 2007.
 
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Microsoft Corp. http://www.microsoft.com/esp.
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Collaborative Colleagues:
Nitin Gupta: colleagues
Alan J. Demers: colleagues
Johannes E. Gehrke: colleagues