Peer-to-peer support for massively multiplayer games

We present an approach to support massively multiplayer games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalabl...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Knutsson, B., Honghui Lu, Wei Xu, Hopkins, B.
Format: Tagungsbericht
Sprache:eng
Schlagworte:
Online-Zugang:Volltext bestellen
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 107
container_issue
container_start_page
container_title
container_volume 1
creator Knutsson, B.
Honghui Lu
Wei Xu
Hopkins, B.
description We present an approach to support massively multiplayer games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures. The resulting system dynamically scales with the number of online players. It is more flexible and has a lower deployment cost than centralized games servers. We have implemented a simple game we call SimMud, and experimented with up to 4000 players to demonstrate the applicability of this approach.
doi_str_mv 10.1109/INFCOM.2004.1354485
format Conference Proceeding
fullrecord <record><control><sourceid>ieee_6IE</sourceid><recordid>TN_cdi_ieee_primary_1354485</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ieee_id>1354485</ieee_id><sourcerecordid>1354485</sourcerecordid><originalsourceid>FETCH-LOGICAL-c204t-cdad8ca031f1124c052f84094247efea58a8f267040a300ac088c15cfd3b1cfe3</originalsourceid><addsrcrecordid>eNotj11LwzAUQIMfYDf9BXvpH0i9N7lpbh-lOB1M54OCbyOmiVRaWppO2L934J7Oy-HAEWKFUCBCdb95Xde7l0IBUIHaELG5EJkqCWXFli7FAiyDZm1MdSUysKQlluXnjVik9AMAbFWZCXoLYZLzIMcT83QYx2Ga8zhMee9San9Dd8z7Qze3Y-eOJ-Pb9SHdiuvouhTuzlyKj_Xje_0st7unTf2wlV4BzdI3rmHvQGNEVOTBqMgEFSmyIQZn2HFUpQUCpwGcB2aPxsdGf6GPQS_F6r_bhhD249T2bjruz7f6DzxdR6w</addsrcrecordid><sourcetype>Publisher</sourcetype><iscdi>true</iscdi><recordtype>conference_proceeding</recordtype></control><display><type>conference_proceeding</type><title>Peer-to-peer support for massively multiplayer games</title><source>IEEE Electronic Library (IEL) Conference Proceedings</source><creator>Knutsson, B. ; Honghui Lu ; Wei Xu ; Hopkins, B.</creator><creatorcontrib>Knutsson, B. ; Honghui Lu ; Wei Xu ; Hopkins, B.</creatorcontrib><description>We present an approach to support massively multiplayer games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures. The resulting system dynamically scales with the number of online players. It is more flexible and has a lower deployment cost than centralized games servers. We have implemented a simple game we call SimMud, and experimented with up to 4000 players to demonstrate the applicability of this approach.</description><identifier>ISSN: 0743-166X</identifier><identifier>ISBN: 0780383559</identifier><identifier>ISBN: 9780780383555</identifier><identifier>EISSN: 2641-9874</identifier><identifier>DOI: 10.1109/INFCOM.2004.1354485</identifier><language>eng</language><publisher>IEEE</publisher><subject>Availability ; Bandwidth ; Computational Intelligence Society ; Computer architecture ; Costs ; Frequency ; Grid computing ; Memory management ; Peer to peer computing ; Scalability</subject><ispartof>IEEE INFOCOM 2004, 2004, Vol.1, p.107</ispartof><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c204t-cdad8ca031f1124c052f84094247efea58a8f267040a300ac088c15cfd3b1cfe3</citedby></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/1354485$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>309,310,776,780,785,786,2052,4036,4037,27902,54895</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/1354485$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc></links><search><creatorcontrib>Knutsson, B.</creatorcontrib><creatorcontrib>Honghui Lu</creatorcontrib><creatorcontrib>Wei Xu</creatorcontrib><creatorcontrib>Hopkins, B.</creatorcontrib><title>Peer-to-peer support for massively multiplayer games</title><title>IEEE INFOCOM 2004</title><addtitle>INFCOM</addtitle><description>We present an approach to support massively multiplayer games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures. The resulting system dynamically scales with the number of online players. It is more flexible and has a lower deployment cost than centralized games servers. We have implemented a simple game we call SimMud, and experimented with up to 4000 players to demonstrate the applicability of this approach.</description><subject>Availability</subject><subject>Bandwidth</subject><subject>Computational Intelligence Society</subject><subject>Computer architecture</subject><subject>Costs</subject><subject>Frequency</subject><subject>Grid computing</subject><subject>Memory management</subject><subject>Peer to peer computing</subject><subject>Scalability</subject><issn>0743-166X</issn><issn>2641-9874</issn><isbn>0780383559</isbn><isbn>9780780383555</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2004</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><sourceid>RIE</sourceid><recordid>eNotj11LwzAUQIMfYDf9BXvpH0i9N7lpbh-lOB1M54OCbyOmiVRaWppO2L934J7Oy-HAEWKFUCBCdb95Xde7l0IBUIHaELG5EJkqCWXFli7FAiyDZm1MdSUysKQlluXnjVik9AMAbFWZCXoLYZLzIMcT83QYx2Ga8zhMee9San9Dd8z7Qze3Y-eOJ-Pb9SHdiuvouhTuzlyKj_Xje_0st7unTf2wlV4BzdI3rmHvQGNEVOTBqMgEFSmyIQZn2HFUpQUCpwGcB2aPxsdGf6GPQS_F6r_bhhD249T2bjruz7f6DzxdR6w</recordid><startdate>2004</startdate><enddate>2004</enddate><creator>Knutsson, B.</creator><creator>Honghui Lu</creator><creator>Wei Xu</creator><creator>Hopkins, B.</creator><general>IEEE</general><scope>6IE</scope><scope>6IH</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIO</scope></search><sort><creationdate>2004</creationdate><title>Peer-to-peer support for massively multiplayer games</title><author>Knutsson, B. ; Honghui Lu ; Wei Xu ; Hopkins, B.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c204t-cdad8ca031f1124c052f84094247efea58a8f267040a300ac088c15cfd3b1cfe3</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2004</creationdate><topic>Availability</topic><topic>Bandwidth</topic><topic>Computational Intelligence Society</topic><topic>Computer architecture</topic><topic>Costs</topic><topic>Frequency</topic><topic>Grid computing</topic><topic>Memory management</topic><topic>Peer to peer computing</topic><topic>Scalability</topic><toplevel>online_resources</toplevel><creatorcontrib>Knutsson, B.</creatorcontrib><creatorcontrib>Honghui Lu</creatorcontrib><creatorcontrib>Wei Xu</creatorcontrib><creatorcontrib>Hopkins, B.</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan (POP) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE Electronic Library (IEL)</collection><collection>IEEE Proceedings Order Plans (POP) 1998-present</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Knutsson, B.</au><au>Honghui Lu</au><au>Wei Xu</au><au>Hopkins, B.</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>Peer-to-peer support for massively multiplayer games</atitle><btitle>IEEE INFOCOM 2004</btitle><stitle>INFCOM</stitle><date>2004</date><risdate>2004</risdate><volume>1</volume><epage>107</epage><issn>0743-166X</issn><eissn>2641-9874</eissn><isbn>0780383559</isbn><isbn>9780780383555</isbn><abstract>We present an approach to support massively multiplayer games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures. The resulting system dynamically scales with the number of online players. It is more flexible and has a lower deployment cost than centralized games servers. We have implemented a simple game we call SimMud, and experimented with up to 4000 players to demonstrate the applicability of this approach.</abstract><pub>IEEE</pub><doi>10.1109/INFCOM.2004.1354485</doi></addata></record>
fulltext fulltext_linktorsrc
identifier ISSN: 0743-166X
ispartof IEEE INFOCOM 2004, 2004, Vol.1, p.107
issn 0743-166X
2641-9874
language eng
recordid cdi_ieee_primary_1354485
source IEEE Electronic Library (IEL) Conference Proceedings
subjects Availability
Bandwidth
Computational Intelligence Society
Computer architecture
Costs
Frequency
Grid computing
Memory management
Peer to peer computing
Scalability
title Peer-to-peer support for massively multiplayer games
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-05T23%3A48%3A03IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-ieee_6IE&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=proceeding&rft.atitle=Peer-to-peer%20support%20for%20massively%20multiplayer%20games&rft.btitle=IEEE%20INFOCOM%202004&rft.au=Knutsson,%20B.&rft.date=2004&rft.volume=1&rft.epage=107&rft.issn=0743-166X&rft.eissn=2641-9874&rft.isbn=0780383559&rft.isbn_list=9780780383555&rft_id=info:doi/10.1109/INFCOM.2004.1354485&rft_dat=%3Cieee_6IE%3E1354485%3C/ieee_6IE%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rft_ieee_id=1354485&rfr_iscdi=true