03_2 - Peer-to-Peer Support for Massively Multiplayer Games...

Info iconThis preview shows pages 1–2. Sign up to view the full content.

View Full Document Right Arrow Icon
Peer-to-Peer Support for Massively Multiplayer Games Bj¨orn Knutsson ( [email protected] ) Honghui Lu ( [email protected] ) Wei Xu ( [email protected] ) Bryan Hopkins ( [email protected] ) Department of Computer and Information Science, University of Pennsylvania Abstract — We present an approach to support massively multi-player 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 Fexible 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. I. Introduction We propose the use of peer-to-peer (P2P) overlays to sup- port massively multi-player games (MMGs) on the Internet. Players participating in the game form an overlay on which many of the game functions are implemented. The players thus contribute the memory, CPU cycles and bandwidth to manage the shared game state. The premise of most MMGs is that of a large shared game world inhabited by thousands of players. The emphasis is often on social interactions and exciting story lines. Games like Lineage have recorded two million registered players, and 180K concurrent players in one night. Online MMGs are traditionally supported by a client- server architecture, where the server keeps both player account information and handles game state. Scalability is achieved by employing server clusters. The servers can either be connected by LANs, as in Terazona [38], or they can form a computing grid, as in ButterFy.net [7]. Although this architecture scales with the number of players, it lacks Fexibility and the server has to be over-provisioned to handle peak loads. ±urthermore, the client-server model limits the deployment of user-designed games, which is an important trend in game design. While games like EverQuest allow limited user designed game extensions, security and performance concerns will limit the scope of such extensions since they would need to be hosted on the game servers handling the core game. Massively multiplayer online games are natural applica- tions for peer-to-peer overlays. We take advantage of the self-organizing characteristic of P2P overlays to create a system that dynamically scales up and down with the number of players. Game players also have incentives to join the overlay, because the participation is limited to the duration of the player’s game play.
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Image of page 2
This is the end of the preview. Sign up to access the rest of the document.

This note was uploaded on 12/08/2011 for the course CS 525 taught by Professor Gupta during the Spring '08 term at University of Illinois, Urbana Champaign.

Page1 / 12

03_2 - Peer-to-Peer Support for Massively Multiplayer Games...

This preview shows document pages 1 - 2. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online