ACM Home Page
Please provide us with feedback. Feedback
Database research in computer games
Full text PdfPdf (329 KB)
Source
International Conference on Management of Data archive
Proceedings of the 35th SIGMOD international conference on Management of data table of contents
Providence, Rhode Island, USA
TUTORIAL SESSION: Tutorials table of contents
Pages 1011-1014  
Year of Publication: 2009
ISBN:978-1-60558-551-2
Authors
Alan Demers  Cornell University, Ithaca, NY, USA
Johannes Gehrke  Cornell University, Ithaca, NY, USA
Christoph Koch  Cornell University, Ithaca, NY, USA
Ben Sowell  Cornell University, Ithaca, NY, USA
Walker White  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
Bibliometrics
Downloads (6 Weeks): 41,   Downloads (12 Months): 178,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1559845.1559967
What is a DOI?

ABSTRACT

This tutorial presents an overview of the data management issues faced by computer games today. While many games do not use databases directly, they still have to process large amounts of data, and could benefit from the application of database technology. Other games, such as massively multiplayer online games (MMOs), must communicate with commercial databases and have their own unique challenges. In this tutorial we will present the state-of-the-art of data management in games that we learned from our interaction with various game studios. We will show how the issues involved motivate current research, and illustrate several possibilities for future work.

Our tutorial will start with a description of data-driven design, which is the source of many of the data management issues that games face. We will show some of the tools that game developers use to create and manage content. We will discuss how this type of design can affect performance, and the data structures and techniques that developers use to ensure that the game is responsive. We will discuss the problem of consistency in games, and how games ensure that players all share the same view of the world. Finally, we will examine some of the engineering issues that game developers have to deal with when interacting with traditional databases. This tutorial is intended to be self-contained, and provides the background necessary for understanding how databases and database technology are relevant to computer games.

This tutorial is accessible to students and researchers who, while perhaps not hardcore gamers themselves, are interested in ways in which they can use their expertise to solve problems in computer games.


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
E. Coumans. Physics tutorial: Parallel game physics for spu. In Proc. GDC, San Francisco, CA, 2008.
 
2
B. Dalton. Online gaming architecture: Dealing with the real-time data crunch in MMOs. In Proc. Austin GDC, Austin, TX, September 2007.
 
3
 
4
Halldor Fannar Gugjónsson. The server technology of EVE Online: How to cope with 300,000 players on one server. In Proc. Austin GDC, 2008.
 
5
 
6
T. Keating. Dupes, speed hacks and black holes: How players cheat in MMOs. In Proc. Austin GDC, Austin, TX, September 2007.
 
7
Linden Labs. Linden Scripting Language. http://wiki.secondlife.com/wiki/LSL Portal.
 
8
J. Lee, R. Cedeno, and D. Mellencamp. The latest learning -- database solutions. In Proc. Austin GDC, Austin, TX, September 2007.
 
9
Sun Microsystems. Project darkstar. http://www.projectdarkstar.com/.
 
10
S. Posniewski. Massively modernized online: MMO technologies for next-gen and beyond. In Proc. Austin GDC, Austin, TX, September 2007.
 
11
B. Sowell, A. Demers, J. Gehrke, N. Gupta, H. Li, and W. White. From declarative languages to declarative processing in computer games. In CIDR, 2009.
 
12
P. Tozour. Building a near-optimal navigation mesh. In AI Game Programming Wisdom, volume 1, pages 298--304. Charles River Media, 2002.
13
 
14
WoWWiki. XML user interface. http://www.wowwiki.com/XML user interface.

Collaborative Colleagues:
Alan Demers: colleagues
Johannes Gehrke: colleagues
Christoph Koch: colleagues
Ben Sowell: colleagues
Walker White: colleagues