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...

Celý popis

Uloženo v:
Podrobná bibliografie
Vydáno v:2006 Tenth IEEE International Symposium on Distributed Simulation and Real-Time Applications s. 43 - 50
Hlavní autoři: Cecin, Fabio Reis, Geyer, Claudio Fernando Resin, Rabello, Solon, Barbosa, Jorge Luis Victoria
Médium: Konferenční příspěvek
Jazyk:angličtina
Vydáno: Washington, DC, USA IEEE Computer Society 02.10.2006
IEEE
Edice:ACM Conferences
Témata:
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 Xplore POP ALL
IEEE Xplore All Conference Proceedings
IEEE/IET Electronic Library
IEEE Proceedings Order Plans (POP All) 1998-Present
DatabaseTitleList

Database_xml – sequence: 1
  dbid: RIE
  name: IEEE/IET Electronic Library
  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 1.6572703
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/eLvHCXMwlV1LS8NAEB6qePBUtRXro-zBo2uT7CaTHEUtHrSUtkpvIdmHFOyDtBX89-5uYkQQwVMe5BBmdne-b_ebGYBLM4cylDqguc8ENfhf0CywYppA5oYTSRSu7OLLIw4G8XSaDBtwVefCKKWc-Exd21t3li-XYmu3ynqW62Ac7cAOYlTmatX7KR5LeGRLUZWrMGeeK8FpETiNwiAsKXtiG2ojVpV3vp5ZrYhPendjOpqUhxTcRiwx_9F3xYWdfvN_P3wA7e_8PTKsI9MhNNTiCJpfDRxINZ9b8HRDVkoVdLOk9krWs3nVzYvUtV2JQbVk5kCkUJLMDdg2C-TbB6mkiJnB7OTVam3b8Ny_n9w-0Kq_gnEH9zdU-Jk2Pom9QDLUSR77yAIRyBBRY86TWEUYSWkcpg0ryTDiGoX2M0N6cukLzo5hd7FcqBMgsZBeGHtM6izkiMa2LFHCggeRM628DnSNJVNLHNap4x1ekt6N09HE9sGMUt6By78_SPNipnQHWtbK6aosxZFWBj79_fUZ7LsdE6e9O4fdTbFVF7An3jezddF14-cThrO8sg
linkProvider IEEE
linkToHtml http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwlV1bS8MwFD7oFPRp6ibOax58NNo2adM-ilMmziFblb2FNhcZuAtbJ_jvTbJaEUTwqRf6UM5Jcr4vOed8AOdmDmVM6gDnPhHY4H-Bs8Am0wQyN5xIMuHaLr50Wa8XD4fJ0xpcVLUwSimXfKYu7a07y5dTsbRbZVeW67A4WocNq5xVVmtVOyoeSWhkm1Gt1mFKPNeE02JwHIVBuCLtiZXUZqzsvfP1TKqc-OSqPcD9dHVMQW3MEuMfyisu8NzV__fLO9D8ruBDT1Vs2oU1NdmD-peEAypndAMer9FMqTkupthe0WI0LvW8UNXdFRlci0YORgol0djAbbNEvn2gMhkxM6gdvdps2yY8392mNx1cKiwYh1C_wMLPtPFK7AWSMJ3ksc9IIAIZMqZZTpNYRSyS0rhMG16SsYhqJrSfGdqTS19Qsg-1yXSiDgDFQnph7BGps5AyZmxLEiUsfBA50cprwamxJLfUYcEd8_AS3h7wfmqVMCNOW3D-9wc8n4-UbkHDWpnPVs04eGngw99fn8FWJ33s8u597-EItt3-icvEO4ZaMV-qE9gU78VoMT91Y-kTj4C_-w
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=2006+Tenth+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+F.R.&rft.au=Geyer%2C+C.F.R.&rft.au=Rabello%2C+S.&rft.au=Barbosa%2C+J.L.V.&rft.date=2006-10-01&rft.pub=IEEE&rft.isbn=9780769526973&rft.issn=1550-6525&rft.spage=43&rft.epage=50&rft_id=info:doi/10.1109%2FDS-RT.2006.4&rft.externalDocID=4020786
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