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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| 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 |
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| 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. |
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| 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 |
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| 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... |
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| 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 |
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