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Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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International Journal of Advanced Media and Communication
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IPTPS'09 Proceedings of the 8th international conference on Peer-to-peer systems
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EUNICE'10 Proceedings of the 16th EUNICE/IFIP WG 6.6 conference on Networked services and applications: engineering, control and management
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This paper presents the design, implementation, and evaluation of Colyseus, a distributed architecture for interactive multiplayer games. Colyseus takes advantage of a game's tolerance for weakly consistent state and predictable workload to meet the tight latency constraints of game-play and maintain scalable communication costs. In addition, it provides a rich distributed query interface and effective prefetching subsystem to help locate and replicate objects before they are accessed at a node. We have implemented Colyseus and modified Quake II, a popular first person shooter game, to use it. Our measurements of Quake II and our own Colyseus-based game with hundreds of players shows that Colyseus effectively distributes game traffic across the participating nodes, allowing Colyseus to support low-latency game-play for an order of magnitude more players than existing single server designs, with similar per-node bandwidth costs.