DMCA
Persistence in massively multiplayer online games (2008)
Venue: | In NetGames ’08, pages 1 – 10 |
Citations: | 8 - 2 self |
Citations
244 | Peer-to-peer support for massively multiplayer games
- Knutsson, Lu, et al.
(Show Context)
Citation Context ...in their own inventory. On the other hand, elements that can be divergent (e.g., different clients might perceive slightly different positions for a given player) belong to lower levels of priorities =-=[12, 13]-=-. In this case, the persistent data should constitute a possible state. In other words, the persistence engine can be treated as a client whose view on the world may differ from the actual world, but ... |
64 | A query language for XML.
- Deutch, Fernandez, et al.
- 1999
(Show Context)
Citation Context ...bject in XML format. Although not used currently, the XML format allows for a direct querying and updating of individual parts of the object, in case the database system provides XQuery functionality =-=[4]-=-. Then mutable tables are added for mutable attributes that change frequently. The loading phase first retrieves immutable objects from the map file. Then, mutable objects are rebuilt from the XML ent... |
50 | Zoned federation of game servers: a peer-to-peer approach to scalable multiplayer online games. In NetGames
- Iimura, Hazeyama, et al.
- 2004
(Show Context)
Citation Context .... Our solution provides gameaware approximation and dynamic adjustments. Consistency has been widely discussed in the context of distributed server architectures [6, 5] or peer-to-peer infrastructures=-=[12, 9]-=- but not in regard to the interaction between a server and its back-end persistent storage system. 7. CONCLUSION AND FUTURE WORK This paper proposes a persistence layer for MMORPGs. We propose a two-l... |
42 |
Locality aware dynamic load management for massively multiplayer games.
- Chen, Wu, et al.
- 2005
(Show Context)
Citation Context ...abase schema, would be very cumbersome. Our solution provides gameaware approximation and dynamic adjustments. Consistency has been widely discussed in the context of distributed server architectures =-=[6, 5]-=- or peer-to-peer infrastructures[12, 9] but not in regard to the interaction between a server and its back-end persistent storage system. 7. CONCLUSION AND FUTURE WORK This paper proposes a persistenc... |
33 | Persistence software: bridging object-Oriented programming and relational databases”,
- Keller, Keene
- 1993
(Show Context)
Citation Context ... a platform that logs activities of simulated players in MMOGs for data mining purposes. Mapping an object-oriented application to a relational database is a common task in many business applications =-=[3, 11, 2]-=-. The mapping software typically automatically generates a relational schema for a given object-oriented model. Systems such as J2EE then provide a persistence engine that writes changes to the object... |
20 |
Mapping Objects to Relational Databases
- Ambler
- 2000
(Show Context)
Citation Context ... a platform that logs activities of simulated players in MMOGs for data mining purposes. Mapping an object-oriented application to a relational database is a common task in many business applications =-=[3, 11, 2]-=-. The mapping software typically automatically generates a relational schema for a given object-oriented model. Systems such as J2EE then provide a persistence engine that writes changes to the object... |
20 | A long-term study of a popular MMORPG
- Feng, Brandt, et al.
(Show Context)
Citation Context ...the server. The objective is to minimize the additional cost as felt by a client when executing an action. • The solution must be scalable. MMORPGs typically support thousands of simultaneous clients =-=[7]-=-. We must support such capacity with persistence. Basically all commercial MMORPGs provide some form of persistence for recovery and maintenance purposes [10], although available information about the... |
20 |
Supporting continuous consistency in multiplayer online games’,
- Lau, Li, et al.
- 2004
(Show Context)
Citation Context ...in their own inventory. On the other hand, elements that can be divergent (e.g., different clients might perceive slightly different positions for a given player) belong to lower levels of priorities =-=[12, 13]-=-. In this case, the persistent data should constitute a possible state. In other words, the persistence engine can be treated as a client whose view on the world may differ from the actual world, but ... |
19 | Database research opportunities in computer games
- White, Koch, et al.
- 2007
(Show Context)
Citation Context ...n dealing with locality. 6. RELATED WORK We are not aware of any work that analyzed persistence in MMORPGs in detail despite the fact that persistence is supported by basically all commercial MMORPGs =-=[10, 18]-=-. [16] presents a platform that logs activities of simulated players in MMOGs for data mining purposes. Mapping an object-oriented application to a relational database is a common task in many busines... |
9 | On the Effects of Loose Causal Consistency in Mobile Multiplayer Games
- Chandler, Finney
- 2005
(Show Context)
Citation Context ...abase schema, would be very cumbersome. Our solution provides gameaware approximation and dynamic adjustments. Consistency has been widely discussed in the context of distributed server architectures =-=[6, 5]-=- or peer-to-peer infrastructures[12, 9] but not in regard to the interaction between a server and its back-end persistent storage system. 7. CONCLUSION AND FUTURE WORK This paper proposes a persistenc... |
3 |
Technologies for building open-source massively multiplayer games
- Riddoch, Turner
- 2005
(Show Context)
Citation Context ...the object state in binary form (e.g., serialized from the corresponding main memory object). An event changing the game state then only has to serialize and write the object(s) affected by the event =-=[14]-=-. At the other extreme, storage can be at a very fine granularity such as the attribute level. In this case, the database would contain a relation for each object class, whereby each attribute of the ... |
3 | Scalable Agent-based Simulation of Players in Massively Multiplayer Online Games
- Tveit, Rein, et al.
- 2003
(Show Context)
Citation Context ...with locality. 6. RELATED WORK We are not aware of any work that analyzed persistence in MMORPGs in detail despite the fact that persistence is supported by basically all commercial MMORPGs [10, 18]. =-=[16]-=- presents a platform that logs activities of simulated players in MMOGs for data mining purposes. Mapping an object-oriented application to a relational database is a common task in many business appl... |
2 | Using a simple mmorpg to teach multi-user, client-server database development
- Wadley, Sobell
(Show Context)
Citation Context ...oice of storage is an important decision. In this paper we focus exclusively on a relational database. Since the world itself is composed of different object types, the relational model is a good fit =-=[17]-=-. Primary keys and primary key indices allow for efficient updates of objects. Furthermore, the database provides benefits for other purposes, such as fast querying for analytical reports and statisti... |
1 |
Object-relational mapping articles and products. www.service-architecture.com/ object-relational-mapping
- Barry
- 2008
(Show Context)
Citation Context ... a platform that logs activities of simulated players in MMOGs for data mining purposes. Mapping an object-oriented application to a relational database is a common task in many business applications =-=[3, 11, 2]-=-. The mapping software typically automatically generates a relational schema for a given object-oriented model. Systems such as J2EE then provide a persistence engine that writes changes to the object... |
1 |
NPD: Online Subs Exceed $1 bln Annually. www.next-gen.biz/index.php?option=com_ content&task=view&id=10377
- Graft
- 2008
(Show Context)
Citation Context ...-Playing) Games, is a genre of online games which has seen tremendous growth since the start of the 21st century with now over 11 million paying subscribers for revenues exceeding $1 billion annually =-=[8]-=-. The games’ main focus lies in creating vast worlds where players can interact with each other and economies with real-life financial consequences are developing on virtual property [15]. MMORPGs typ... |
1 |
IGDA persistent worlds whitepaper’04
- James, Walton, et al.
(Show Context)
Citation Context ... support thousands of simultaneous clients [7]. We must support such capacity with persistence. Basically all commercial MMORPGs provide some form of persistence for recovery and maintenance purposes =-=[10]-=-, although available information about the technology used is scarce. We are not aware of any work that approaches persistence from a systematic viewpoint or analyzes persistence options. This paper i... |
1 |
Station exchange: Year one
- Robischon
- 2007
(Show Context)
Citation Context ...lion annually [8]. The games’ main focus lies in creating vast worlds where players can interact with each other and economies with real-life financial consequences are developing on virtual property =-=[15]-=-. MMORPGs typically have each client control a single character in the world, referred to as the player. Characters can acquire and improve skills, pick up items in their inventory, etc. Thus, the sta... |