ACM Home Page
Please provide us with feedback. Feedback
On correctness of scalable multi-server state replication in online games
Full text PdfPdf (320 KB)
Source Network and System Support for Games archive
Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games table of contents
Singapore
SESSION: Consistency management and cheat detection table of contents
Article No. 21  
Year of Publication: 2006
ISBN:1-59593-589-4
Authors
Jens Müller  University of Münster, Germany
Andreas Gössling  University of Münster, Germany
Sergei Gorlatch  University of Münster, Germany
Sponsor
SIGCOMM: ACM Special Interest Group on Data Communication
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 10,   Downloads (12 Months): 74,   Citation Count: 1
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1230040.1230088
What is a DOI?

ABSTRACT

Massively Multiplayer Online Games (MMOG) require novel, scalable network architectures for a high amount of participating players in huge game worlds. Consequently, new and complex multi-server parallelization approaches have been proposed to provide responsive, massively multiplayer gameplay for different game genres. Besides scalability and performance, the issue of correctness of the game state processing is vital for providing a failure-free gameplay as expected by the users. In this paper, we first introduce the concept of correctness for multi-server replication architectures as the ability to preserve the order of user inputs in the virtual processing. We then present two correctness mechanisms optimized for multi-server replication: pessimistic lag and optimistic timewarp. We experimentally show that by implementing the lag mechanism for correctness in our multi-server implementation of the QFusion/Quake2-game the amount of incorrectly ordered actions can be reduced from 50% to 10%.


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
G. Armitage. Sensitivity of Quake3 players to network latency, IMW 2001 poster, 2001.
2
 
3
Y. W. Bernier. Latency compensating methods in client/server in-game protocol design and optimization. In Proceedings of Game Developers Conference'01, 2001.
 
4
A. Bharambe, J. Pang, and S. Seshan. A distributed architecture for multiplayer games. In PACM/USENIX NSDI, San Jose, USA, 2006.
5
 
6
B. Knutsson, H. Lu, W. Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games. In IEEE Infocom, March 2004.
 
7
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.
 
8
J. Müller, S. Fischer, S. Gorlatch, and M. Mauve. A proxy server-network for real-time computer games. In M. Danelutto, D. Laforenza, and M. Vanneschi, editors, Euro-Par 2004 Parallel Processing, volume 3149 of Lecture Notes in Computer Science, pages 606--613, Pisa, Italy, Aug. 2004. Springer-Verlag.
9
 
10
J. Müller, T. Schröter, S. Fischer, and S. Gorlatch. Porting quake2 onto a scalable multi-server network architecture (in preparation for publication). Technical report, Westfälische Wilherlms-Universität Münster, 2006.
 
11
NCSoft. Tabula rasa <http://www.playtr.com/index.html>.
 
12
Open Source Project. Qfusion engine <http://sourceforge.net/projects/133t/>.
13
 
14
ID Software. Quake 2 <http://www.idsoftware.com/games/quake/quake2/>.
 
15
Sony Online Entertainment. Planetside <http://planetside.station.sony.com/>.
 
16
T. Sweeney. Unreal networking architecture <http://unreal.epicgames.com/network.htm>, July 1999.
 
17
 
18
Webzen. Huxley <http://www.huxleygame.com/>.


Collaborative Colleagues:
Jens Müller: colleagues
Andreas Gössling: colleagues
Sergei Gorlatch: colleagues