A peer-to-peer simulation technique for instanced massively multiplayer games
We propose a peer-to-peer event ordering and simulation technique aimed at networked real-time action games. Partially based on replicated simulators, its goal is to support decentralized playout in small-scale game sessions on instanced action spaces while being resistant to collusion cheating. The...
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| Published in: | 2006 Tenth IEEE International Symposium on Distributed Simulation and Real-Time Applications pp. 43 - 50 |
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| Main Authors: | , , , |
| Format: | Conference Proceeding |
| Language: | English |
| Published: |
Washington, DC, USA
IEEE Computer Society
02.10.2006
IEEE |
| Series: | ACM Conferences |
| Subjects: |
Applied computing
> Computers in other domains
> Personal computers and PC applications
> Computer games
Information systems
> Information systems applications
> Multimedia information systems
> Massively multiplayer online games
Software and its engineering
> Software organization and properties
> Contextual software domains
> Virtual worlds software
> Interactive games
Software and its engineering
> Software organization and properties
> Software system structures
> Distributed systems organizing principles
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| ISBN: | 9780769526973, 0769526977 |
| ISSN: | 1550-6525 |
| Online Access: | Get full text |
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| Summary: | We propose a peer-to-peer event ordering and simulation technique aimed at networked real-time action games. Partially based on replicated simulators, its goal is to support decentralized playout in small-scale game sessions on instanced action spaces while being resistant to collusion cheating. The action spaces are linked to persistent-state social spaces of larger scale which are supported by centralized simulation. Together, these two kinds of spaces offer support for massively multiplayer on-line games (MMOGs) that offer a mix of socialization on large-scale persistent environments and fast interaction on small-scale temporary ones. Although player nodes on action spaces are required to run a conservative and an optimistic simulator simultaneously, we show that 2.2 simultaneous simulation steps are executed on average and that 11.95 simultaneous steps occur as the average peak situation for 20-player sessions with 150ms to 300ms network delays between nodes, 5% probability of any late events introducing errors, and rollback and re-execution operations having their execution spreaded through 100ms of real time or longer. |
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| ISBN: | 9780769526973 0769526977 |
| ISSN: | 1550-6525 |
| DOI: | 10.1109/DS-RT.2006.4 |

