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Donnybrook: enabling large-scale, high-speed, peer-to-peer games
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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
SESSION: P2P table of contents
Pages 389-400  
Year of Publication: 2008
ISBN:978-1-60558-175-0
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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
ACM: Association for Computing Machinery
SIGCOMM: ACM Special Interest Group on Data Communication
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ACM  New York, NY, USA
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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

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Collaborative Colleagues:
Ashwin Bharambe: colleagues
John R. Douceur: colleagues
Jacob R. Lorch: colleagues
Thomas Moscibroda: colleagues
Jeffrey Pang: colleagues
Srinivasan Seshan: colleagues
Xinyu Zhuang: colleagues