Distributed Systems: Principles and Paradigms
Distributed Systems: Principles and Paradigms
A scalable architecture for supporting interactive games on the internet
Proceedings of the sixteenth workshop on Parallel and distributed simulation
Scaling multiplayer online games using proxy-server replication: a case study of Quake 2
Proceedings of the 16th international symposium on High performance distributed computing
RTF: a real-time framework for developing scalable multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
Enhancing Grids for Massively Multiplayer Online Computer Games
Euro-Par '08 Proceedings of the 14th international Euro-Par conference on Parallel Processing
Prediction-based real-time resource provisioning for massively multiplayer online games
Future Generation Computer Systems
Dynamic Real-Time Resource Provisioning for Massively Multiplayer Online Games
PaCT '09 Proceedings of the 10th International Conference on Parallel Computing Technologies
POGGI: Puzzle-Based Online Games on Grid Infrastructures
Euro-Par '09 Proceedings of the 15th International Euro-Par Conference on Parallel Processing
Scalability of real-time online applications in edutain@grid
AIC'09 Proceedings of the 9th WSEAS international conference on Applied informatics and communications
Dynamic load management for MMOGs in distributed environments
Proceedings of the 7th ACM international conference on Computing frontiers
GECON'07 Proceedings of the 4th international conference on Grid economics and business models
Proceedings of the Fourteenth International Database Engineering & Applications Symposium
RTSenv: an experimental environment for real-time strategy games
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Enhancing online computer games for grids
PaCT'07 Proceedings of the 9th international conference on Parallel Computing Technologies
Adaptive consistency for replicated state in real-time-strategy multiplayer games
Proceedings of the 11th International Workshop on Adaptive and Reflective Middleware
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While massively multiplayer online role-playing games (MMORPG) involve large numbers of simultaneous players, two other popular game classes -- first-person shooter (FPS) and real-time strategy (RTS) games - are still only rarely considered for massively multiplayer gaming. A main technical problem for scaling these genres to be massively multiplayer is the absence of a suitable scalable multiserver networking approach. While the commonly used zoning concept performs well for an MMORPG, it is barely suitable for RTS and FPS games. As a scalable networking alternative for these genres, this article summarizes our work on the proxy-server architecture, which uses multiple servers for a single game session and implements a full replication of the game state at all proxies. We present our work on the game Rokkatan, our online evaluator game which enables massively multiplayer real-time strategy gaming using our proxy-server network architecture. We discuss the implementation of Rokkatan and analyze the distributed computation of the proxy-server approach by integrating an analytical scalability model into Rokkatan. Our experimental game sessions demonstrate high scalability of Rokkatan, which allows several hundreds of users to participate in a single, fast-paced game session.