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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Vydané v:2006 Tenth IEEE International Symposium on Distributed Simulation and Real-Time Applications s. 43 - 50
Hlavní autori: Cecin, Fabio Reis, Geyer, Claudio Fernando Resin, Rabello, Solon, Barbosa, Jorge Luis Victoria
Médium: Konferenčný príspevok..
Jazyk:English
Vydavateľské údaje: Washington, DC, USA IEEE Computer Society 02.10.2006
IEEE
Edícia:ACM Conferences
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ISBN:9780769526973, 0769526977
ISSN:1550-6525
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Shrnutí: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.
ISBN:9780769526973
0769526977
ISSN:1550-6525
DOI:10.1109/DS-RT.2006.4