A demonstration of a lockless, relaxed atomicity state parallel game server (LEARS)

  • Authors:
  • Kjetil Raaen;Håvard Espeland;Håkon Kvale Stensland;Andreas Petlund;Pål Halvorsen;Carsten Griwodz

  • Affiliations:
  • University of Oslo, Norway;University of Oslo, Norway;University of Oslo, Norway;University of Oslo, Norway;University of Oslo, Norway;University of Oslo, Norway

  • Venue:
  • Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
  • Year:
  • 2011

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Abstract

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.