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Managing shared contexts in distributed multi-player game systems

机译:在分布式多人游戏系统中管理共享上下文

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In this paper, we consider the impact of a weaker model of eventual consistency on distributed multi-player games. This model is suitable for networks in which hosts can leave and join at anytime, e.g., in an intermittently connected environment. Such a consistency model is provided by the Secure Infrastructure for Networked Systems (SINS) [24], a reliable middleware framework. SINS allows agents to communicate asynchronously through a distributed transactional key-value store using anonymous publish-subscribe. It uses Lamport's Paxos protocol [17] to replicate state. We consider a multi-player maze game as example to illustrate our consistency model and the impact of network losses/delays therein. The framework based on SINS presented herein provides a vehicle for studying the effect of human elements participating in collaborative simulation of a physical world as in war games.
机译:在本文中,我们考虑了最终一致性较弱的模型对分布式多人游戏的影响。该模型适用于主机可以随时离开和加入的网络,例如在间歇性连接的环境中。网络系统安全基础架构(SINS)[24](一种可靠的中间件框架)提供了这种一致性模型。 SINS允许代理使用匿名发布-订阅通过分布式事务键值存储异步通信。它使用Lamport的Paxos协议[17]复制状态。我们以一个多玩家迷宫游戏为例来说明我们的一致性模型以及其中的网络丢失/延迟的影响。本文提出的基于SINS的框架提供了一种工具,用于研究参与战争游戏中的物理世界的协同模拟中的人类元素的影响。

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