Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/1272366.1272399acmconferencesArticle/Chapter ViewAbstractPublication PageshpdcConference Proceedingsconference-collections
Article

Scaling multiplayer online games using proxy-server replication: a case study of Quake 2

Published: 25 June 2007 Publication History

Abstract

Massively Multiplayer Online Games (MMOGs) are an increasingly popular class of real-time interactive distributed applications that require scalable architectures and parallelization approaches. While games of the role-playing genre already allow thousands of users to concurrently participate in a single game session, there are important genres, in particular action and strategy games, which have not been scaled to the massively multiplayer realm so far. These games have hard requirements in terms of scalability, in particular regarding density: many players tend to congregate in small locations. In this paper, we outline our novel approach of replication-based parallelisation for scaling the density of players. The practical impact of our work is demonstrated by porting the popular action game QFusion, based on the famous Quake 2, onto our proxy-server system architecture using the replication approach. The experiments with the ported QFusion demonstrate its high responsiveness and show that our approach allows to almost triple the maximum number of simultaneous players on four servers as compared with a single-server version.

References

[1]
W. Cai, P. Xavier, S. J. Turner, and B.-S. Lee. A scalable architecture for supporting interactive games on the internet. In Proc. of the 16th Workshop on Par. and Dist. Sim., Washington, D.C., May 2002. IEEE.
[2]
B. Knutsson, H. Lu, W. Xu, and B. Hopkins. Peer-to-peer support for massively multiplayer games. In IEEE Infocom 2004, Hong Kong, China, March 2004.
[3]
J. Müller, S. Fischer, S. Gorlatch, and M. Mauve. A proxy server-network for real-time computer games. In Euro-Par 2004 Parallel Processing, LNCS 3149, Pisa, Italy, Aug. 2004. Springer-Verlag.
[4]
J. Müller and S. Gorlatch. Rokkatan: scaling an RTS game design to the massively multiplayer realm. ACM Computers in Entertainment, 4(3):11, 2006.
[5]
J. Müller, S. Gorlatch, TSchröter, and S. Fischer. Entity density scalability of multiplayer online games via replication-based parallelisation: A case study of Quake 2. Technical report, Westfälische Wilhelms-Universität Münster, 2007.
[6]
QFusion engine <http://sourceforge.net/projects/l33t/>.
[7]
A. Tanenbaum and M. van Steen. Distributed Systems: Principles and Paradigms. Prentice Hall, 2002.
[8]
M. Wiesmann, F. Pedone, A. Schiper, B. Kemme, and G. Alonso. Understanding replication in databases and distributed systems. In ICDCS, 2000.

Cited By

View all
  • (2020)A Distributed Shared Memory Middleware for Speculative Parallel Discrete Event SimulationACM Transactions on Modeling and Computer Simulation10.1145/337333530:2(1-26)Online publication date: 20-Mar-2020
  • (2008)From a single- to multi-server online gameProceedings of the 2008 International Conference on Advances in Computer Entertainment Technology10.1145/1501750.1501769(83-90)Online publication date: 3-Dec-2008

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Conferences
HPDC '07: Proceedings of the 16th international symposium on High performance distributed computing
June 2007
256 pages
ISBN:9781595936738
DOI:10.1145/1272366
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 June 2007

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. computer games
  2. proxy-server
  3. replication
  4. scalability

Qualifiers

  • Article

Conference

HPDC07
Sponsor:

Acceptance Rates

Overall Acceptance Rate 166 of 966 submissions, 17%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)4
  • Downloads (Last 6 weeks)0
Reflects downloads up to 25 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2020)A Distributed Shared Memory Middleware for Speculative Parallel Discrete Event SimulationACM Transactions on Modeling and Computer Simulation10.1145/337333530:2(1-26)Online publication date: 20-Mar-2020
  • (2008)From a single- to multi-server online gameProceedings of the 2008 International Conference on Advances in Computer Entertainment Technology10.1145/1501750.1501769(83-90)Online publication date: 3-Dec-2008

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media