| Donnybrook: enabling large-scale, high-speed, peer-to-peer games |
| Full text |
Pdf
(378 KB)
|
Source
|
Applications, Technologies, Architectures, and Protocols for Computer Communication
archive
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
table of contents
Seattle, WA, USA
Pages 389-400
Year of Publication: 2008
ISBN:978-1-60558-175-0
Also published in ...
|
|
Authors
|
|
Ashwin Bharambe
|
Carnegie Mellon University, Pittsburgh, PA, USA
|
|
John R. Douceur
|
Microsoft Research, Redmond, WA, USA
|
|
Jacob R. Lorch
|
Microsoft Research, Redmond, WA, USA
|
|
Thomas Moscibroda
|
Microsoft Research, Redmond, WA, USA
|
|
Jeffrey Pang
|
Carnegie Mellon University, Pittsburgh, PA, USA
|
|
Srinivasan Seshan
|
Carnegie Mellon University, Pittsburgh, PA, USA
|
|
Xinyu Zhuang
|
Carnegie Mellon University, Pittsburgh, PA, USA
|
|
| Sponsors |
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 29, Downloads (12 Months): 227, Citation Count: 4
|
|
|
ABSTRACT
Without well-provisioned dedicated servers, modern fast-paced action games limit the number of players who can interact simultaneously to 16-32. This is because interacting players must frequently exchange state updates, and high player counts would exceed the bandwidth available to participating machines. In this paper, we describe Donnybrook, a system that enables epic-scale battles without dedicated server resources, even in a fast-paced game with tight latency bounds. It achieves this scalability through two novel components. First, it reduces bandwidth demand by estimating what players are paying attention to, thereby enabling it to reduce the frequency of sending less important state updates. Second, it overcomes resource and interest heterogeneity by disseminating updates via a multicast system designed for the special requirements of games: that they have multiple sources, are latency-sensitive, and have frequent group membership changes. We present user study results using a prototype implementation based on Quake III that show our approach provides a desirable user experience. We also present simulation results that demonstrate Donnybrook's efficacy in enabling battles of up to 900 players.
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
|
|
 |
2
|
Suman Banerjee , Seungjoon Lee , Ryan Braud , Bobby Bhattacharjee , Aravind Srinivasan, Scalable resilient media streaming, Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video, June 16-18, 2004, Cork, Ireland
[doi> 10.1145/1005847.1005851]
|
 |
3
|
Tom Beigbeder , Rory Coughlan , Corey Lusher , John Plunkett , Emmanuel Agu , Mark Claypool, The effects of loss and latency on user performance in unreal tournament 2003®, Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, August 30-30, 2004, Portland, Oregon, USA
[doi> 10.1145/1016540.1016556]
|
| |
4
|
|
| |
5
|
Blizzard Entertainment. Battle.net info. http://www.battle.net/info/faq.shtml, 2007.
|
| |
6
|
Blizzard Entertainment. WoW PvP battlegrounds. http://www.worldofwarcraft.com/pvp/battlegrounds, 2008.
|
| |
7
|
Broadband Reports. Broadband reports speed test statistics. http://www.dslreports.com/archive, Sept. 2007.
|
 |
8
|
Miguel Castro , Peter Druschel , Anne-Marie Kermarrec , Animesh Nandi , Antony Rowstron , Atul Singh, SplitStream: high-bandwidth multicast in cooperative environments, Proceedings of the nineteenth ACM symposium on Operating systems principles, October 19-22, 2003, Bolton Landing, NY, USA
|
| |
9
|
Castro, M., Druschel, P., Kermarrec, A.-M., and Rowstron, A. Scribe: A large-scale and decentralized application-level multicast infrastructure. IEEE JSAC 20, 8 (Oct. 2002).
|
| |
10
|
Chu, Y.-H., Rao, S. G., Seshan, S., and Zhang, H. A case for end system multicast. IEEE JSAC 20, 8 (2002).
|
| |
11
|
Cowan, N. The magical number 4 in short-term memory: A reconsideration of mental storage capacity. Behavioral and Brain Sciences 24, 1 (2001).
|
 |
12
|
Frank Dabek , Russ Cox , Frans Kaashoek , Robert Morris, Vivaldi: a decentralized network coordinate system, Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications, August 30-September 03, 2004, Portland, Oregon, USA
|
| |
13
|
DIS Steering Committee. The DIS vision: A map to the future of distributed simulation, ver. 1. IST-SP-94-01, 1994.
|
 |
14
|
|
| |
15
|
GameZone. Blizzard Entertainment Announces World of Warcraft Release Plans for Europe. http://pc.gamezone.com/news/11_24_04_09_39AM.htm, 2004.
|
| |
16
|
|
| |
17
|
Gilbert, E. N. Capacity of a burst-noise channel. The Bell System Technical Journal 39 (1960).
|
| |
18
|
|
| |
19
|
Hu, S.-Y., Chen J.-F., and Chen, T.-H. VON: a scalable peer-to-peer network for virtual environments. IEEE Network 20, 4 (July/Aug. 2006).
|
| |
20
|
IEEE. IEEE standard for distributed interactive simulation-application protocols, Sept. 1995. IEEE Standard 1278.1-1995.
|
| |
21
|
IEEE. IEEE standard for modeling and simulation high level architecture (HLA), Sept. 2000. IEEE Standard 1516-2000.
|
| |
22
|
Knutsson, B. et al. Peer-to-peer support for massively multiplayer games. In INFOCOM (July 2004).
|
| |
23
|
Lee, Y., Agarwal, S., Butcher, C., and Padhye, J. Measurement and estimation of network QoS among peer Xbox 360 game players. In PAM (Apr. 2008).
|
| |
24
|
McCoy, A., McLoone, S., Ward, T., and Delaney, D. Dynamic hybrid strategy models for networked multiplayer games. In ECMS (June 2005), pp. 727--732.
|
 |
25
|
|
| |
26
|
Microsoft Corporation. Xbox LIVE website. http://www.xbox.com/en-US/live/, 2007.
|
| |
27
|
Mukherjee, A. On the dynamics and significance of low frequency components of Internet load. Internetworking: Research and Experience 5 (1994).
|
| |
28
|
Ohio University. Ohio University announces changes in file-sharing policies. http://www.ohio.edu/students/filesharing.cfm, 2007.
|
| |
29
|
O'Neill, V. Adding creamy nougat and a crisp candy coating to the network: XRNM and QNet. XNA GameFest (Aug. 2007).
|
| |
30
|
|
| |
31
|
Pang, J., Uyeda, F., and Lorch, J. Scaling peer-to-peer games in low-bandwidth environments. In IPTPS (Feb. 2007).
|
 |
32
|
|
| |
33
|
Paul, R. More universities banning Skype. http://arstechnica.com/news.ars/post/20060924-7814.html, 2006.
|
| |
34
|
Piatek, M., Isdal, T., Anderson, T., Krishnamurthy, A., and Venkataramani, A. Do incentives build robustness in BitTorrent? In NSDI (Apr. 2007), pp. 1--14.
|
 |
35
|
|
| |
36
|
Rao, S., Bharambe, A., Padmanabhan, V., Seshan, S., and Zhang, H. The impact of heterogeneous bandwidth constraints on DHT-based multicast protocols. In IPTPS (Feb. 2005).
|
| |
37
|
Robson, J. G., and Graham, N. Probability summation and regional variation in contrast sensitivity across the visual field. Vision Research 21, 3 (1981).
|
| |
38
|
Rosedale, P., and Ondrejka, C. Enabling player-created online worlds with grid computing and streaming. Gamasutra (Sept. 2003).
|
| |
39
|
|
| |
40
|
Sony Online Entertainment. PlanetSide FAQ. http://planetside.station.sony.com/faq.vm, 2008.
|
| |
41
|
YVG Staff. Video game sales break records. http://us.i1.yimg.com/videogames.yahoo.com/feature/video-game-sales-break-records/1181404, Jan. 2008.
|
 |
42
|
|
CITED BY 4
|
|
Georgios Smaragdakis , Vassilis Lekakis , Nikolaos Laoutaris , Azer Bestavros , John W. Byers , Mema Roussopoulos, EGOIST: overlay routing using selfish neighbor selection, Proceedings of the 2008 ACM CoNEXT Conference, p.1-12, December 09-12, 2008, Madrid, Spain
|
|
|
Cristian Lumezanu , Randy Baden , Dave Levin , Neil Spring , Bobby Bhattacharjee, Symbiotic relationships in internet routing overlays, Proceedings of the 6th USENIX symposium on Networked systems design and implementation, p.467-480, April 22-24, 2009, Boston, Massachusetts
|
|
|
|
|
|
|
|