Dynamic server allocation in a real-life deployable communications architecture for networked games

  • Authors:
  • Peter Quax;Jeroen Dierckx;Bart Cornelissen;Gert Vansichem;Wim Lamotte

  • Affiliations:
  • Hasselt University, Diepenbeek, Belgium;Hasselt University, Diepenbeek, Belgium;Hasselt University, Diepenbeek, Belgium;Androme NV, Diepenbeek, Belgium;Hasselt University, Diepenbeek, Belgium

  • Venue:
  • Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
  • Year:
  • 2008

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Abstract

Several propositions have been made in the last few years on what the optimal type of network architecture should be for networked games. Solutions range from pure peer-to-peer architectures to the classic client/server architecture with server allocation based on a fixed spatial subdivision scheme. In this paper, we elaborate on the design of ALVICNG, an extensible client/server architecture which allows for dynamic allocation of server capacity, combined with extensive means for player activity management and moderation. The framework has been designed in such a way that practical network issues such as NAT traversal are minimized. This is achieved by introducing an extra layer in the architecture, consisting of several proxy servers that channel the messages sent over the network. Besides a theoretical discussion, we will also go into the design of the simulation setup. By using this type of setup, we are able to provide actual figures that demonstrate the viability of the proposed solution.