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Distributing game instances in a hybrid client-server/P2P system to support MMORPG playability

机译:在混合客户端 - 服务器/ p2p系统中分发游戏实例以支持mmORpG可玩性

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摘要

MMORPG (Massively Multiplayer Online Role Playing Games) is the most popular genre among network gamers, and now attract millions of users, who play simultaneously in an evolving virtual world. This huge number of concurrent players requires the availability of high performance computation servers. Additionally, gaming aware distribution mechanisms are needed to distribute game instances among servers to avoid load imbalances that affect performance negatively. In this work, we tackle the problem of game distribution and scalability by means of a hybrid Client-Server/P2P architecture that can scale dynamically according to the demand. To manage peak loads that occur during the game, we distribute game computation across the system according to the behavior of MMORPGs. We distinguish between the computation associated with the Main Game, that affects all players, and the computation of Auxiliary Games that affects only a few players and acts in isolation from the execution of the Main Game. Taking this distinction into account, we propose a mechanism that is focused in the distribution of Auxiliary Games, as an entity, across the pool of servers and peers of the underlying hybrid architecture. We evaluate the performance of the balancing mechanism taking the criteria of latency and reliability into account, and we compare the effectiveness of the mechanism with a classic approach that applies load balancing to individually players in a Client-Server system. We show that the balancing mechanism based on the latency criteria provides lower latency than the classical proposal, while in relation to reliability, we obtain a failure probability of under 0.9 % in the worst case, which is amply compensated by the scalability provided by the use of the P2P area.
机译:MMORPG(大型多人在线角色扮演游戏)是网络游戏玩家中最流行的类型,现在吸引了数百万用户,他们在不断发展的虚拟世界中同时玩耍。如此大量的并发播放器需要高性能计算服务器的可用性。此外,需要具有游戏意识的分发机制才能在服务器之间分发游戏实例,以避免对性能造成负面影响的负载不平衡。在这项工作中,我们通过可根据需求动态扩展的混合Client-Server / P2P架构解决了游戏发行和可扩展性的问题。为了管理游戏中出现的峰值负载,我们根据MMORPG的行为在整个系统中分配了游戏计算量。我们区分影响所有玩家的与主游戏相关的计算,以及仅影响少数玩家并且独立于主游戏执行而进行的辅助游戏的计算。考虑到这一区别,我们提出了一种机制,该机制着重于作为辅助实体的辅助游戏在整个基础混合体系结构的服务器池和对等方之间的分布。我们在考虑延迟和可靠性标准的情况下评估了平衡机制的性能,并且将这种机制的有效性与经典方法进行了比较,该方法将负载平衡应用于Client-Server系统中的各个参与者。我们表明,基于延迟标准的平衡机制提供的延迟比经典提议要低,而在可靠性方面,在最坏的情况下,我们获得的故障概率低于0.9%,这通过使用提供的可伸缩性得到了充分的补偿。 P2P区域。

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