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Towards Scalable and Transparent Parallelization of Multiplayer Games using Transactional Memory Support

机译:使用事务性内存支持实现多人游戏的可扩展和透明并行化

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This work addresses the problem of parallelizing multiplayer games using software Transactional Memory (STM) support. Using a realistic high impact application, we show that STM provides not only ease of programming, but also better performance than that achievable with state-of-the-art lock-based programming.Towards this goal, we use SynQuake, a game benchmark which extracts the main data structures and the essential features of the popular multiplayer game Quake, but can be driven with a synthetic workload generator that flexibly emulates client game actions and various hot-spot scenarios in the game world.We implement, evaluate and compare the STM version of SynQuake with a state-of-the-art lock-based parallelization of Quake, which we ported to SynQuake. While in STM-SynQuake support for maintaining the consistency of each potentially complex game action is automatic, conservative locking of surrounding objects within a bounding box for the duration of the game action is inherently needed in lock-based SynQuake. This leads to a higher scalability factor of STM-SynQuake versus lock-based SynQuake, due to a higher degree of false sharing in the latter.
机译:这项工作解决了使用软件交易存储器(STM)支持并行化多人游戏的问题。使用逼真的高影响申请,我们表明STM不仅提供了易于编程的便利性,而且比以最先进的锁定编程可实现的性能更好。 为了实现这一目标,我们使用Synquake,这是一个游戏基准,提取主要数据结构和流行的多人游戏Quake的基本特征,但可以用一个合成工作负载发生器驱动,灵活地模拟客户端游戏动作和各种热点情景游戏世界。 我们通过Quake的基于最先进的锁相并行化实现,评估和比较STM版本的Synquake,我们移植到Synquake。虽然在STM间歇性支持维护每个可能复杂的游戏动作的一致性中,但在基于锁的同步中固有地需要在游戏动作中的持续时间内自动,保守锁定围绕框内的周围物体。这导致了STM-Supquake与基于锁的同步的更高可扩展性因子,因为后者在更高程度的错误共享程度上。

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