RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Rokkatan: scaling an RTS game design to the massively multiplayer realm
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Distributed Systems: Principles and Paradigms (2nd Edition)
Distributed Systems: Principles and Paradigms (2nd Edition)
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Local-lag and timewarp: providing consistency for replicated continuous applications
IEEE Transactions on Multimedia
An Evaluation of Push-Pull Algorithms in Support of Cell-Based Interest Management
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
A protocol for distributed collision detection
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Improving the concurrent updates of replicated global objects in multi-server virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
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Massively Multiplayer Online Games (MMOG) require novel, scalable network architectures for a high amount of participating players in huge game worlds. Consequently, new and complex multi-server parallelization approaches have been proposed to provide responsive, massively multiplayer gameplay for different game genres. Besides scalability and performance, the issue of correctness of the game state processing is vital for providing a failure-free gameplay as expected by the users. In this paper, we first introduce the concept of correctness for multi-server replication architectures as the ability to preserve the order of user inputs in the virtual processing. We then present two correctness mechanisms optimized for multi-server replication: pessimistic lag and optimistic timewarp. We experimentally show that by implementing the lag mechanism for correctness in our multi-server implementation of the QFusion/Quake2-game the amount of incorrectly ordered actions can be reduced from 50% to 10%.