ACM Home Page
Please provide us with feedback. Feedback
Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online games
Full text PdfPdf (173 KB)
Source ACM International Conference Proceeding Series; Vol. 265 archive
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology table of contents
Valencia, Spain
Pages: 405 - 412  
Year of Publication: 2005
ISBN:1-59593-110-4
Authors
Stefano Ferretti  University of Bologna, Mura Anteo Zamboni, Bologna, Italy
Marco Roccetti  University of Bologna, Mura Anteo Zamboni, Bologna, Italy
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 8,   Downloads (12 Months): 76,   Citation Count: 3
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1178477.1178570
What is a DOI?

ABSTRACT

As smart players often win MMOG sessions by adopting frantic gaming strategies along the game evolution, also the system activities concerned with the distributed support of MMOGs must advance at a very fast pace. Unfortunately, MMOGs' responsiveness requirements are hardly met when pessimistic approaches are adopted to synchronize the game event exchange activities among game servers. In this paper we show how MMOGs are better supported by optimistic synchronization schemes coupled with mechanisms that exploit the semantics of games. Results obtained from an experimental assessment of our developed scheme demonstrate the validity of our claim.


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
I. S. 1278.2-1995. IEEE Standard for Distributed Interactive Simulation - Communication Services and Profiles, 1995.
 
2
M. Borella. Source models for network game traffic. Computer Communications, 23(4):403--410, February 2000.
3
 
4
F. Cristian. Probabilistic clock synchronization. Distributed Computing, 3(3):146--158, 1989.
 
5
6
 
7
C. Diot and L. Gautier. A distributed architecture for multiplayer interactive applications on the internet. IEEE Network Magazine, 13(4), July/August 1999.
 
8
9
 
10
S. Ferretti and M. Roccetti. The design and performance of a receiver-initiated event delivery synchronization service for interactive multiplayer games. In Proceedings of the 4th International Conference on Intelligent Games and Simulation (Game-On 2003), London, UK, November 2003.
 
11
S. Ferretti and M. Roccetti. On designing an event delivery service for multiplayer networked games: An approach based on obsolescence. In Proceedings of IASTED International Conference on Internet and Multimedia Systems and Applications (IMSA 2003), Honolulu, HI, August 2003.
12
 
13
S. Ferretti and M. Roccetti. A novel obsolescence-based approach to event delivery synchronization in multiplayer games. International Journal of Intelligent Games and Simulation, 3(1):7--19, March/April 2004.
 
14
S. Ferretti, M. Roccetti, and S. Cacciaguerra. On distributing interactive storytelling: Issues of event synchronization and a solution. In Proceedings of the 2nd International Conference on Technologies for Digital Storytelling and Entertainment (TIDSE 2004), LNCS 3105, pages 219--231, Darmstadt, Germany, June 2004.
 
15
 
16
17
 
18
B. Knutsson, H. Lu, W. Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games. In Proceedings of the Twenty-third Annual Joint Conference of the IEEE Computer and Communications Societies (INFOCOM 2004), pages 96--107. IEEE, March 2004.
19
20
21
 
22
M. Mauve, J. Vogel, V. Hilt, and W. Effelsberg. Local-lag and timewarp: Providing consistency for replicated continuous applications. IEEE Transactions on Multimedia, 6(1):47--57, February 2004.
 
23
D. Mills. Internet time synchronization: the network time protocol. IEEE Transactions on Communications, 39(10):1482--1493, October 1991.
 
24
C. Palazzi, S. Ferretti, S. Cacciaguerra, and M. Roccetti. On maintaining interactivity in event delivery synchronization for mirrored game architectures. In Proceedings of the 1st IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME'04), pages 157--165, Dallas, USA, November 2004.
25
26


Collaborative Colleagues:
Stefano Ferretti: colleagues
Marco Roccetti: colleagues