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Mammoth A Massively Multiplayer Game Research Framework
"... This paper presents Mammoth, a massively multiplayer game research framework designed for experimentation in an academic setting. Mammoth provides a modular architecture where different components, such as the network engine, the replication engine, or interest management, can easily be replaced. Su ..."
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This paper presents Mammoth, a massively multiplayer game research framework designed for experimentation in an academic setting. Mammoth provides a modular architecture where different components, such as the network engine, the replication engine, or interest management, can easily be replaced. Subgames allow a researcher to define different game goals, for instance, in order to evaluate the effects of different team-play tactics on the game performance. Mammoth also offers a modular and flexible infrastructure for the definition of non-player characters with behavior controlled by complex artificial intelligence algorithms. This paper focuses on the Mammoth architecture, demonstrating how good design practices can be used to create a modular framework where researchers from different research domains can conduct their experiments. The effectiveness of the architecture is demonstrated by several successful research projects accomplished using the Mammoth framework. 1.
Consistency Models for Cloud-based Online Games: the Storage System’s Perspective
"... The existing architecture for massively multiplayer online role-playing games (MMORPG) based on RDBMS limits the availability and scalability. With increasing numbers of players, the storage systems become bottlenecks. Although a Cloud-based architecture has the ability to solve these specific issue ..."
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The existing architecture for massively multiplayer online role-playing games (MMORPG) based on RDBMS limits the availability and scalability. With increasing numbers of players, the storage systems become bottlenecks. Although a Cloud-based architecture has the ability to solve these specific issues, the support for data consistency becomes a new open issue. In this paper, we will analyze the data consistency requirements in MMORPGs from the storage system point of view, and highlight the drawbacks of Cassandra to support of game consistency. A timestamp-based solution will be proposed to address this issue. Accordingly, we will present data replication strategies, concurrency control, and system reliability as well. 1.
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.
Solving Key Design Issues for Massively Multiplayer Online Games on Peer-to-Peer Architectures
, 2009
"... use of any of the information contained in it must acknowledge this thesis as the source Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale on the Internet and are predominantly implemented by Client/Server architectures. While such a classical approach to distrib ..."
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use of any of the information contained in it must acknowledge this thesis as the source Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale on the Internet and are predominantly implemented by Client/Server architectures. While such a classical approach to distributed system design offers many benefits, it suffers from significant technical and commercial drawbacks, primarily reliability and scalability costs. This realisation has sparked recent research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This thesis identifies six key design issues to be addressed by P2P MMOGs, namely interest management, event dissemination, task sharing, state persistency, cheating mitigation, and incentive mechanisms. Design alternatives for each issue are systematically compared, and their interrelationships discussed. How well representative P2P MMOG architectures fulfil the design criteria is also evaluated. It is argued that although P2P MMOG architectures are developing rapidly, their support for task sharing and incentive mechanisms still need to be improved.
Towards Cloud Data Management for Online Games - A Prototype Platform [dissertation
, 2013
"... Over the last decades, Massively Multi-player Online Role Playing Games (MMORPGs) have become big business. Along with the development of MMORPG, the game’s content and entertainment is enriching. MMORPG has attracted a quite number of players. With the steeply increasing count of players, the data ..."
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Over the last decades, Massively Multi-player Online Role Playing Games (MMORPGs) have become big business. Along with the development of MMORPG, the game’s content and entertainment is enriching. MMORPG has attracted a quite number of players. With the steeply increasing count of players, the data volumes of a game that needs to be persisted will also increase starkly. Nowadays the most popular data store system in MMORPGs is Relational Database Management System (RDBMS). However the traditional RDBMS cannot completely meet the requirements for data storage. Many MMORPGs, in the case of large users accessing, will encounter the database’s bottlenecks, such as the big data volume and lack of scalability and so on. The traditional RDBMS has very limited scalability because of its subjection to the ACID rules. Most of MMORPGs have very complex server-side architecture, which makes the background database even harder to scale out. The traditional RDBMS are facing challenges in the MMORPG industry. My study focuses on using the Cloud database to solve these problems that RDBMS are facing. In this work, A simple
Survey of P2P Game
"... Abstract—Millions of players play Massively Multiplayer Online Games (MMOG) daily. Because the cost and limited scalability of client/server architecture of today’s MMOG; Peerto-Peer (P2P) architectures become very popular in MMOG recently, many researches are conducted in this field. This paper pre ..."
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Abstract—Millions of players play Massively Multiplayer Online Games (MMOG) daily. Because the cost and limited scalability of client/server architecture of today’s MMOG; Peerto-Peer (P2P) architectures become very popular in MMOG recently, many researches are conducted in this field. This paper presents a survey of recent advancements in P2P game regarding with its state management, overlay management and security. I.
CloudCraft: Cloud-based Data Management for MMORPGs
"... Abstract. Massively Multiplayer Online Role-Playing Games (MMORPGs) are very sophisticated applications, which have significantly grown in popularity since their early days in the mid-90s. Along with growing numbers of users the require-ments on these systems have reached a point where technical pro ..."
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Abstract. Massively Multiplayer Online Role-Playing Games (MMORPGs) are very sophisticated applications, which have significantly grown in popularity since their early days in the mid-90s. Along with growing numbers of users the require-ments on these systems have reached a point where technical problems become a severe risk for the commercial success. Within the CloudCraft project we investi-gate how Cloud-based architectures and data management can help to solve some of the most critical problems regarding scalability and consistency. In this article, we describe an implemented working environment based on the Cassandra DBMS and some of the key findings outlining its advantages and shortcomings for the given application scenario.
Living City, a Collaborative Browser-based Massively Multiplayer Online Game
"... All in-text references underlined in blue are linked to publications on ResearchGate, letting you access and read them immediately. ..."
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All in-text references underlined in blue are linked to publications on ResearchGate, letting you access and read them immediately.