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Total order in contentbased publish/subscribe systems
"... Abstract—Total ordering is a messaging guarantee increasingly required of content-based pub/sub systems, which are traditionally focused on performance. The main challenge is the uniform ordering of streams of publications from multiple publishers within an overlay broker network to be delivered to ..."
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Abstract—Total ordering is a messaging guarantee increasingly required of content-based pub/sub systems, which are traditionally focused on performance. The main challenge is the uniform ordering of streams of publications from multiple publishers within an overlay broker network to be delivered to multiple subscribers. Our solution integrates total ordering into the pub/sub logic instead of offloading it as an external service. We show that our solution is fully distributed and relies only on local broker knowledge and overlay links. We can identify and isolate specific publications and subscribers where synchronization is required: the overhead is therefore contained to the affected subscribers. Our solution remains safe under the presence of failure, where we show total order to be impossible to maintain. Our experiments demonstrate that our solution scales with the number of subscriptions and has limited overhead for the non-conflicting cases. A holistic comparison with group communication systems is offered to evaluate their relative scalability. I.
Rtsenv: An experimental environment for real-time strategy games on multi-clusters
, 2011
"... Abstract—Today, Real-Time Strategy (RTS) games entertain tens of millions of players world-wide. This growing population expects new game designs and more scalable games every year. However, few tools and environments exist for game designers and implementers; of these, even fewer are available to r ..."
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Abstract—Today, Real-Time Strategy (RTS) games entertain tens of millions of players world-wide. This growing population expects new game designs and more scalable games every year. However, few tools and environments exist for game designers and implementers; of these, even fewer are available to researchers and game communities. In this work, we introduce RTSenv, an environment and associated set of tools for RTS games. Our environment can configure and manage the main aspects of RTS games, such as maps, computer-controlled units, and game scenarios. RTSenv leverages multi-cluster systems and reactive fault tolerance mechanisms to perform robust, multi-machine, and multi-instance game experiments. Using our reference implementation of RTSenv in DAS-4, a real multi-cluster system, and Amazon EC2, a commercial cloud, we show that our approach can be used in a variety of scenarios. Our results give evidence that several common assumptions made by researchers about game workloads do not hold in general for RTS games and thus warrant a more detailed investigation. I.
Transaction Models for Massively Multiplayer Online Games
- In 30th IEEE Symposium on Reliable Distributed Systems (SRDS 2011
, 2011
"... ered large distributed systems where the game state is partially replicated across the server and thousands of clients. Given the scale, game engines typically offer only relaxed consistency without well-defined guarantees. In this paper, we leverage the concept of transactions to define consistency ..."
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ered large distributed systems where the game state is partially replicated across the server and thousands of clients. Given the scale, game engines typically offer only relaxed consistency without well-defined guarantees. In this paper, we leverage the concept of transactions to define consistency models that are suitable for gaming environments. We define game specific levels of consistency that differ in the degree of isolation and atomicity they provide, and demonstrate the costs associated with their execution. Each action type within a game can then be assigned the appropriate consistency level, choosing the right trade-off between consistency and performance. The issue of durability and fault-tolerance of game actions is also discussed. I.
Reusable components for artificial intelligence in computer games
- In Proceedings of the 2nd International Workshop on Games and Software Engineering, GAS
"... Abstract—While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters. In this work, we take a modular Statechart-based game AI modelling approach and devel ..."
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Abstract—While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters. In this work, we take a modular Statechart-based game AI modelling approach and develop a reuse strategy to enable fast development of new AIs. This is aided through the creation of a standardized interface for Statechart modules in a layered architecture. Reuse is enabled at a high-level through functional groups that encapsulate behaviour. These concepts are solidified with the development of the SkyAI tool. SkyAI enables a developer to build and work with a library of modular components to develop new AIs by composing modules, and then output the resulting product to an existing game. Efficacy is demonstrated by reusing AI components from a tank to quickly make a much different AI for a simple animal. Keywords-AI, Computer Games, Reuse, Statecharts I.
Publish/subscribe network designs for multiplayer games
- In Middleware 2014 - ACM/IFIP/USENIX 15th International Middleware Conference
"... Massively multiplayer online games (MMOGs), which are typically supported by large distributed systems, require a scalable, low latency messaging middleware that supports the location-based semantics and the loosely coupled inter-action of multiplayer games components. In this experi-mentation paper ..."
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Massively multiplayer online games (MMOGs), which are typically supported by large distributed systems, require a scalable, low latency messaging middleware that supports the location-based semantics and the loosely coupled inter-action of multiplayer games components. In this experi-mentation paper, we present three different pub/sub-driven designs for a MMOG networking engine that account for the highly interactive and massive nature of these games. Each design uses not only different pub/sub approaches (from topic-based to content-based) but also serves varying de-grees of responsibilities. In particular, some of them inte-grate game functionality, such as interest management, into the network engine. We implement, evaluate, and compare our proposed designs in the MMOG prototype Mammoth. Our real-world results show the viability of pub/sub while at the same time highlighting clear trade-offs between the dif-ferent designs used, especially in the number and frequency of the various message types, such as subscriptions.
Congestion Avoidance with Selective Filter Aggregation in Content-Based Routing Networks. Middleware Systems Research Group
, 2010
"... Abstract—The subscription covering optimization, whereby a general subscription quenches the forwarding of more specific ones, is a common technique to reduce network traffic and routing state in content-based routing networks. Such optimizations, however, leave the system vulnerable to unsubscripti ..."
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Abstract—The subscription covering optimization, whereby a general subscription quenches the forwarding of more specific ones, is a common technique to reduce network traffic and routing state in content-based routing networks. Such optimizations, however, leave the system vulnerable to unsubscriptions that trigger the immediate forwarding of all the subscriptions they had previously quenched. These subscription bursts can severely congest the network, and destabilize the system. This paper presents techniques to retain much of the benefits of subscription covering while avoiding bursty subscription traffic. Heuristics are used to estimate the similarity among subscriptions, and a distributed algorithm determines the portions of a subscription propagation tree that should be preserved. Evaluations show that these mechanisms avoid subscription bursts while maintaining relatively compact routing tables. I.
Composition of the doctoral committee:
, 2015
"... ter verkrijging van de graad van doctor ..."
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2012 32nd IEEE International Conference on Distributed Computing Systems Total Order in Content-Based Publish/Subscribe Systems ‡
"... Abstract—Total ordering is a messaging guarantee increasingly required of content-based pub/sub systems, which are traditionally focused on performance. The main challenge is the uniform ordering of streams of publications from multiple publishers within an overlay broker network to be delivered to ..."
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Abstract—Total ordering is a messaging guarantee increasingly required of content-based pub/sub systems, which are traditionally focused on performance. The main challenge is the uniform ordering of streams of publications from multiple publishers within an overlay broker network to be delivered to multiple subscribers. Our solution integrates total ordering into the pub/sub logic instead of offloading it as an external service. We show that our solution is fully distributed and relies only on local broker knowledge and overlay links. We can identify and isolate specific publications and subscribers where synchronization is required: the overhead is therefore contained to the affected subscribers. Our solution remains safe under the presence of failure, where we show total order to be impossible to maintain. Our experiments demonstrate that our solution scales with the number of subscriptions and has limited overhead for the non-conflicting cases. A holistic comparison with group communication systems is offered to evaluate their relative scalability. I.
Chinese Academy of Sciences.
"... Abstract — To diagnostic vary CAN bus based network, an unified customizable diagnostic measure is introduced. The measure is based on customizable RPN format protocol expression and CAN UDS, support most of CAN bus based network. Not only decoding or other normal diagnostics are supported, but also ..."
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Abstract — To diagnostic vary CAN bus based network, an unified customizable diagnostic measure is introduced. The measure is based on customizable RPN format protocol expression and CAN UDS, support most of CAN bus based network. Not only decoding or other normal diagnostics are supported, but also network activity is analyzed, too. Furthermore, the design of customizable diagnostic software is given. Keywords-UDS;RPN;CAN bus Diagnstics;ISO 14229 I.
RTSenv: Experiment with Real-Time Strategy Games on Multi-ClustersWp
"... (To be submitted for publication after revisions.) ..."
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