Lag as a determinant of human performance in interactive systems
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
The dangers of replication and a solution
SIGMOD '96 Proceedings of the 1996 ACM SIGMOD international conference on Management of data
State replication for multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A Local Perception Filter for Distributed Virtual Environments
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Partial Replication in the Database State Machine
NCA '01 Proceedings of the IEEE International Symposium on Network Computing and Applications (NCA'01)
A transaction execution engine architecture for multiplayer online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Ganymed: scalable replication for transactional web applications
Proceedings of the 5th ACM/IFIP/USENIX international conference on Middleware
Comparison of Database Replication Techniques Based on Total Order Broadcast
IEEE Transactions on Knowledge and Data Engineering
Locality aware dynamic load management for massively multiplayer games
Proceedings of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming
Middleware based data replication providing snapshot isolation
Proceedings of the 2005 ACM SIGMOD international conference on Management of data
MIDDLE-R: Consistent database replication at the middleware level
ACM Transactions on Computer Systems (TOCS)
Realizing the bullet time effect in multiplayer games with local perception filters
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Consistent data replication: is it feasible in WANs?
Euro-Par'05 Proceedings of the 11th international Euro-Par conference on Parallel Processing
Proceedings of the Fourteenth International Database Engineering & Applications Symposium
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Multi-player Online Games (MOGs) have emerged as popular data intensive applications in recent years. Being used by many players simultaneously, they require a high degree of fault tolerance, scalability and performance. In this paper we analyze how database replication can be used in MOGs to achieve these goals. In data replication, clients can read data from any database replica while updates have to be executed at all available replicas. Thus, reads can be distributed among the replicas leading to reduced response time and scalability. Furthermore, the system is fault-tolerant as long as a replica is available. However, we are not aware of any previous study on the application of database replication to MOG. In this paper, we present a system, MiddleSIR, which provides database replication support. We illustrate different replication protocols implemented in the system along an example, explaining how data consistency and fault tolerance can be achieved. From there, we design a small multi-player typing game to demonstrate how to apply database replication to MOG. We will discuss how different replication protocols affect the semantics of the game. Our experiments show that database replication can provide good scalability and performance in both Local Area Networks (LAN) and Wide Area Networks (WAN).