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Network Architectures and Data Management for Massively Multiplayer Online Games

机译:大型多人在线游戏的网络架构和数据管理

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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of plavers. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players 'behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.
机译:当前一代的大型多人在线游戏(MMOG),例如《魔兽世界》,《夏娃在线》和《第二人生》,主要基于分布式客户端-服务器架构,并基于分片,静态地理分区,动态微单元方案或最佳的服务器,用于根据样本的地理分布来放置虚拟区域。本文概述了有关数据复制和区域分区的各种方法。讨论了感兴趣区域(视野)的管理,该管理通过仅用其感兴趣区域内发生的事件更新播放器来显着降低处理负荷。这可以通过基于一个地区的玩家看不到其他地区的玩家的假设或基于静态地理分区来管理,也可以基于玩家的行为进行行为建模。作者研究了主要在关系数据库上的MMOG数据库的数据存储和同步方法。回顾了针对MMOG的对等(P2P)体系结构和协议的几种尝试,并重点介绍了诸如P2P MMOG的作弊预防等关键问题。

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