A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
Behavior and Performance of Interactive Multi-Player Game Servers
Cluster Computing
Latency and player actions in online games
Communications of the ACM - Entertainment networking
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Games where thousands of players can interact concurrently pose many challenges with regards to the massive parallelism. Earlier work within the field suggests that this is difficult due to synchronization issues. In this paper, we present an implementation of a game server architecture based on a model that allows for massive parallelism. The system is evaluated using traces from live game sessions that has been scaled up to generate massive workloads. We measure the differences in server response time for all objects that need timely updates. We also measure how the response time for the multithreaded implementation varies with the number of threads used. Our results show that the case of implementing a game-server can actually be highly parallel problem.