Enhancing online computer games for grids

  • Authors:
  • Jens Müller;Sergei Gorlatch

  • Affiliations:
  • Westfälische Wilhelms-Universität Münster, Germany;Westfälische Wilhelms-Universität Münster, Germany

  • Venue:
  • PaCT'07 Proceedings of the 9th international conference on Parallel Computing Technologies
  • Year:
  • 2007

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Abstract

Massively multiplayer online games (MMOG) require large amounts of computational resources for providing a responsive and scalable gameplay for thousands of concurrently participating players. In current MMOG, large data-centers are dedicated to a particular game title. Such static hosting requires a huge upfront investment and carries the risk of false estimation of user demand. The concept of grid computing allows to use resources on-demand in a dynamic way, and is therefore a promising approach for MMOG services to overcome the limitations of static game provisioning. In this paper, we discuss different parallelization mechanisms for massively multiplayer gaming and grid architecture concepts suitable for on-demand game services. The work presented here provides both a state-of-the-art analysis and conceptual use case discussion: We outline the new European project edutain@grid which targets at scaling real-time interactive online applications and MMOG, including First Person Shooter (FPS) and Real-Time Strategy (RTS) games, in an on-demand manner using a distributed grid architecture. Finally, we describe our experimental online game Rokkatan and report experimental scalability results for this game on a multi-server grid architecture