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...
Uloženo v:
| Vydáno v: | 2006 Tenth IEEE International Symposium on Distributed Simulation and Real-Time Applications s. 43 - 50 |
|---|---|
| Hlavní autoři: | , , , |
| Médium: | Konferenční příspěvek |
| Jazyk: | angličtina |
| Vydáno: |
Washington, DC, USA
IEEE Computer Society
02.10.2006
IEEE |
| Edice: | ACM Conferences |
| Témata: |
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
|
| ISBN: | 9780769526973, 0769526977 |
| ISSN: | 1550-6525 |
| On-line přístup: | Získat plný text |
| Tagy: |
Přidat tag
Žádné tagy, Buďte první, kdo vytvoří štítek k tomuto záznamu!
|
| Abstract | 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. |
|---|---|
| AbstractList | 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. 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 play out 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 online 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 150 ms to 300 ms network delays between nodes, 5% probability of any late events introducing errors, and rollback and re-execution operations having their execution spreaded through 100 ms of real time or longer |
| Author | Barbosa, Jorge Luis Victoria Rabello, Solon Cecin, Fabio Reis Geyer, Claudio Fernando Resin |
| Author_xml | – sequence: 1 givenname: Fabio Reis surname: Cecin fullname: Cecin, Fabio Reis organization: Federal University of Rio Grande do Sul, Brazil – sequence: 2 givenname: Claudio Fernando Resin surname: Geyer fullname: Geyer, Claudio Fernando Resin organization: Federal University of Rio Grande do Sul, Brazil – sequence: 3 givenname: Solon surname: Rabello fullname: Rabello, Solon organization: University of Vale do Rio dos Sinos, Brazil – sequence: 4 givenname: Jorge Luis Victoria surname: Barbosa fullname: Barbosa, Jorge Luis Victoria organization: University of Vale do Rio dos Sinos, Brazil |
| BookMark | eNqNkLlOAzEARC0RJEJIR0fjhgo5-Pa6jMIpBSEloba8PsCwR1hvkPL3bBQ-gGmmmDdTzDkYNW0TALgkeEYI1rd3a7TazCjGcsZPwFSrAiupBZVasREYEyEwkoKKMzDN-RMPYppLrMfgZQ63IXSob9HBYU71rrJ9ahvYB_fRpO9dgLHtYGpybxsXPKxtzuknVHs4oH3aVnY_FN9tHfIFOI22ymH65xPw9nC_WTyh5evj82K-RJZy0iNHbKTUF5h6pqIuC6IYddQLpaIquS6CVNJ75lUUSloleVQuEqslLj1xnE3A1XE3hRDMtku17faGY4pVIYf05phaV5uybb-yIdgcjjJ3a7PamMNRhpuySyEO9PV_aPYLnu9pcg |
| ContentType | Conference Proceeding |
| DBID | 6IE 6IL CBEJK RIE RIL |
| DOI | 10.1109/DS-RT.2006.4 |
| DatabaseName | IEEE Electronic Library (IEL) Conference Proceedings IEEE Proceedings Order Plan All Online (POP All Online) 1998-present by volume IEEE Xplore All Conference Proceedings IEEE Xplore IEEE Proceedings Order Plans (POP All) 1998-Present |
| DatabaseTitleList | |
| Database_xml | – sequence: 1 dbid: RIE name: IEEE Xplore url: https://ieeexplore.ieee.org/ sourceTypes: Publisher |
| DeliveryMethod | fulltext_linktorsrc |
| Discipline | Computer Science |
| EndPage | 50 |
| ExternalDocumentID | 4020786 |
| Genre | orig-research |
| GroupedDBID | 6IE 6IF 6IG 6IK 6IL 6IM 6IN AAJGR AAKMM AARBI ACM ADPZR ALMA_UNASSIGNED_HOLDINGS APO BEFXN BFFAM BGNUA BKEBE BPEOZ CBEJK GUFHI OCL RIB RIC RIE RIL RIO 123 29O 6IH AAWTH ACGFS ADZIZ CHZPO IJVOP IPLJI M43 |
| ID | FETCH-LOGICAL-a241t-c1af22d802d37f9b81732c2d577f7b498e676dd3d7f576a764f7cf1a960bd1c43 |
| IEDL.DBID | RIE |
| ISBN | 9780769526973 0769526977 |
| ISICitedReferencesCount | 6 |
| ISICitedReferencesURI | http://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=Summon&SrcAuth=ProQuest&DestLinkType=CitingArticles&DestApp=WOS_CPL&KeyUT=000241698500006&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D |
| ISSN | 1550-6525 |
| IngestDate | Wed Aug 27 01:46:51 EDT 2025 Wed Jan 31 06:50:37 EST 2024 Mon Feb 05 09:27:04 EST 2024 |
| IsPeerReviewed | false |
| IsScholarly | true |
| Language | English |
| LinkModel | DirectLink |
| MergedId | FETCHMERGED-LOGICAL-a241t-c1af22d802d37f9b81732c2d577f7b498e676dd3d7f576a764f7cf1a960bd1c43 |
| PageCount | 8 |
| ParticipantIDs | ieee_primary_4020786 acm_books_10_1109_DS_RT_2006_4_brief acm_books_10_1109_DS_RT_2006_4 |
| PublicationCentury | 2000 |
| PublicationDate | 20061002 2006-Oct. |
| PublicationDateYYYYMMDD | 2006-10-02 2006-10-01 |
| PublicationDate_xml | – month: 10 year: 2006 text: 20061002 day: 02 |
| PublicationDecade | 2000 |
| PublicationPlace | Washington, DC, USA |
| PublicationPlace_xml | – name: Washington, DC, USA |
| PublicationSeriesTitle | ACM Conferences |
| PublicationTitle | 2006 Tenth IEEE International Symposium on Distributed Simulation and Real-Time Applications |
| PublicationTitleAbbrev | DISRTA |
| PublicationYear | 2006 |
| Publisher | IEEE Computer Society IEEE |
| Publisher_xml | – name: IEEE Computer Society – name: IEEE |
| SSID | ssj0000394609 ssj0043083 |
| Score | 1.6573571 |
| Snippet | 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... |
| SourceID | ieee acm |
| SourceType | Publisher |
| StartPage | 43 |
| SubjectTerms | Applied computing -- Computers in other domains -- Personal computers and PC applications -- Computer games Computational modeling Computer systems organization -- Architectures -- Distributed architectures Computing methodologies -- Machine learning -- Machine learning approaches -- Stochastic games Computing methodologies -- Modeling and simulation -- Simulation theory Costs Delay effects Discrete event simulation Immune system Information systems -- Information systems applications -- Multimedia information systems -- Massively multiplayer online games Large-scale systems Network servers Peer to peer computing Resins 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 Theory of computation -- Theory and algorithms for application domains -- Algorithmic game theory and mechanism design Web server |
| Title | A peer-to-peer simulation technique for instanced massively multiplayer games |
| URI | https://ieeexplore.ieee.org/document/4020786 |
| WOSCitedRecordID | wos000241698500006&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D |
| hasFullText | 1 |
| inHoldings | 1 |
| isFullTextHit | |
| isPrint | |
| link | http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwlV1LS8QwEB5UPHjyjeuLHDwa3TZpJjmKD7wooit4K2kylQV3V3ZXwX9vktaKIIKnPmihTNLM92UeH8BRZpUOMNVwF2PrUnjFq8JJbgO_NVkVZoRuxCbw9lY_PZm7BTjuamGIKCWf0Uk8TbF8P3FvcavsNHId1GoRFhFVU6vV7af0hZEqtqJqVmEp-qkFZ0TgXBV50VB2EwW1EdvOO1_XosuIN6cXD_x-0AQpZPRYbvRDdyW5navV_33wGmx91--xu84zrcMCjTdg9UvAgbX_8ybcnLFXoimfT3g8stlw1Kp5sa63Kwuolg0TiHTk2SiA7bBAvnywNhXRBszOnmOu7RY8Xl0Ozq95q6_AbfDbc-4yW-e51_3cC6xNpTMUuct9gVhjJY0mhcp74bEOrMSikjW6OrOB9FQ-c1Jsw9J4MqYdYKRIOSwyQU6HF5Wpw7CHISBryFrUPTgMliwjcZiViXf0TXnxUN4Pog6mKmUPjv5-oKymQ6p7sBmtXL42rTjK1sC7v9_eg5W0Y5Jy7_ZhaT59owNYdu_z4Wx6mObPJ_4cvFE |
| linkProvider | IEEE |
| linkToHtml | http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwlV1bS-QwFD6oK-iT7uqyo6vmwcfN2jZpLo_iBUUdRGfBt5AmpzKwc2FmFPz3JmntsiCCT73QQjlJc74v5_IBHOZWqABTNXUxts6ZF7QqHac28FudV2FGqEZsQvb76uFB3y7Br64WBhFT8hn-jqcplu8n7ilulR1FriOVWIYvJedF1lRrdTsqGdNcxGZUzTrMWZaacEYMTkVZlA1p11FSW8q2987bNety4vXR6T29GzRhCh59lhv9p7ySHM_5xuc-eRO2_1XwkdvON32FJRx_g403CQfS_tFbcHNMpogzupjQeCTz4ajV8yJdd1cScC0ZJhjp0JNRgNthifz7QtpkRBtQO3mM2bbb8Of8bHByQVuFBWqD515Ql9u6KLzKCs9krSuVS1a4wpdS1rLiWqGQwnvmZR14iZWC19LVuQ20p_K54-w7rIwnY_wBBAUKJ8ucoVPhRaHrMPBhCNBqtFaqHuwHS5pIHeYmMY9Mm9N7czeISpjC8B4cfvyAqWZDrHuwFa1spk0zDtMaeOf92wewdjG4uTbXl_2rXVhP-ycpE-8nrCxmT7gHq-55MZzP9tNcegX8Zr-Y |
| openUrl | ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=proceeding&rft.title=Proceedings+of+the+10th+IEEE+international+symposium+on+Distributed+Simulation+and+Real-Time+Applications&rft.atitle=A+peer-to-peer+simulation+technique+for+instanced+massively+multiplayer+games&rft.au=Cecin%2C+Fabio+Reis&rft.au=Geyer%2C+Claudio+Fernando+Resin&rft.au=Rabello%2C+Solon&rft.au=Barbosa%2C+Jorge+Luis+Victoria&rft.series=ACM+Conferences&rft.date=2006-10-02&rft.pub=IEEE+Computer+Society&rft.isbn=9780769526973&rft.spage=43&rft.epage=50&rft_id=info:doi/10.1109%2FDS-RT.2006.4 |
| thumbnail_l | http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=1550-6525&client=summon |
| thumbnail_m | http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=1550-6525&client=summon |
| thumbnail_s | http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=1550-6525&client=summon |

