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
Main Authors: Cecin, Fabio Reis, Geyer, Claudio Fernando Resin, Rabello, Solon, Barbosa, Jorge Luis Victoria
Format: Conference Proceeding
Language:English
Published: Washington, DC, USA IEEE Computer Society 02.10.2006
IEEE
Series:ACM Conferences
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ISBN:9780769526973, 0769526977
ISSN:1550-6525
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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.
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
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  givenname: Jorge Luis Victoria
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  fullname: Barbosa, Jorge Luis Victoria
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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
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Title A peer-to-peer simulation technique for instanced massively multiplayer games
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