Distributed systems (3rd ed.): concepts and design
Distributed systems (3rd ed.): concepts and design
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
An Evaluation of Grouping Techniques for State Dissemination in Networked Multi-User Games
MASCOTS '01 Proceedings of the Ninth International Symposium in Modeling, Analysis and Simulation of Computer and Telecommunication Systems
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Analysis of state exposure control to prevent cheating in online games
NOSSDAV '04 Proceedings of the 14th international workshop on Network and operating systems support for digital audio and video
A mobile gaming platform for the IMS
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Performance Modelling of Multicast Groups for Multiplayer Games in Peer-to-Peer Networks
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Proceedings of the 2006 conference on Applications, technologies, architectures, and protocols for computer communications
Authority assignment in distributed multi-player proxy-based games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Load-balancing for peer-to-peer networked virtual environment
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
An aircraft cabin wireless system for games and video entertainment
Computers in Entertainment (CIE) - Interactive entertainment
A two-phase approach to interactivity enhancement for large-scale distributed virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Synchronization medium: a consistency maintenance component for mobile multiplayer games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Mirrored arbiter architecture: a network architecture for large scale multiplayer games
Proceedings of the 2007 Summer Computer Simulation Conference
Fuzzy priority based overlay multicast
Computer Communications
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
A hybrid architecture for massively multiplayer online games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Consistency management for interactive peer-to-peer-based systems
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Efficient client-to-server assignments for distributed virtual environments
IPDPS'06 Proceedings of the 20th international conference on Parallel and distributed processing
A session server architecture for mobile distributed virtual environments
Proceedings of the 12th International Conference on Information Integration and Web-based Applications & Services
Hierarchical interest management for distributed virtual environments
Proceedings of the 2013 ACM SIGSIM conference on Principles of advanced discrete simulation
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Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server (CS) or a Peer-to-Peer (PP) architecture. In CS, players exchange periodic updates through a central server that is also responsible for resolving any state inconsistencies. In PP, each player communicates with every other player while state inconsistencies are resolved through a distributed agreement protocol.In this paper, we first examine these architectures from two perspectives: bandwidth requirement at the server and players, and latency to resolve any player state inconsistencies. Our results are based on both analysis and experimentation with an open-source game called "BZFlag". The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose an architecture that combines the merits of CS and PP. In that architecture, called Peer-to-Peer with Central Arbiter (PP-CA), players exchange updates in a peer-to-peer manner but without performing consistency checks. The consistency of the game is checked by a central arbiter that receives all updates, but contacts players only when an inconsistency is detected. As a result, the central arbiter has a lower bandwidth requirement than the server of a CS architecture.