Peer-to-peer support for massively multiplayer games
IEEE INFOCOM 2004
https://doi.org/10.1109/INFCOM.2004.1354485Abstract
We present an approach to support massively multi-player games on peer-to-peer overlays. Our approach exploits the fact that players in MMGs display locality of interest, and therefore can form self-organizing groups based on their locations in the virtual world. To this end, we have designed scalable mechanisms to distribute the game state to the participating players and to maintain consistency in the face of node failures. The resulting system dynamically scales with the number of online players. It is more flexible and has a lower deployment cost than centralized games servers. We have implemented a simple game we call SimMud, and experimented with up to 4000 players to demonstrate the applicability of this approach.
References (39)
- Messages/second
- Y. Amir, D. Dolev, P. Melliar-Smith, and L. Moser. Robust and efficient replication using group communication. Technical Report CS94-20, The Hebrew Univ. of Jerusalem, 1994.
- David P. Anderson, Jeff Cobb, Eric Korpela, Matt Lebofsky, and Dan Werthimer. Seti@home: An experiment in public-resource computing. Communications of the ACM, 45(17), nov 2002.
- Grenville Armitage. An experimental estimation of latency sensitivity in multiplayer Quake 3. In Proceedings of the 11th IEEE International Conference on Networks (ICON 2003), Sydney, Australia, September 2003.
- Nathaniel E. Baughman and Brian Neil Levine. Cheat-proof playout for centralized and distributed online games. In INFOCOM, pages 104-113, 2001.
- E. J. Berglund and D. R. Cheriton. Amaze: A multiplayer computer game. IEEE Software, 2(1), 1985.
- Ashwin R. Bharambe, Sanjay Rao, and Srinivasan Seshan. Mercury: a scalable publish-subscribe system for internet games. In Proceedings of the first workshop on Network and system support for games, pages 3-9. ACM Press, 2002.
- Butterfly.net, Inc. The butterfly grid: A distributed platform for online games, 2003. www.butterfly.net/platform/.
- C. Bouwens. The DIS Vision: A Map to the Future of Distributed Simulation. Inst. for Simulation and Training, 1993.
- M. Castro, P. Druschel, A-M. Kermarrec, A. Nandi, A. Rowstron, and A. Singh. Splitstream: High-bandwidth content distribution in a cooperative environment. In IPTPS'03, 2003.
- Miguel Castro, Michael B. Jones, Anne-Marie Kermarrec, Antony Rowstron, Marvin Theimer, Helen Wang, and Alec Wolman. An evaluation of scalable application-level multicast built using peer-to- peer overlays. In Infocom'03, April 2003.
- Clip2. The gnutella protocol specification v0.4 document revision 1.2, 2000. www9.limewire.com/developer/.
- Frank Dabek, M. Frans Kaashoek, David Karger, Robert Morris, and Ion Stoica. Wide-area cooperative storage with CFS. In Proceedings of SOSP'01, October 2001.
- Judith S. Dahmann, Richard Fujimoto, and Richard M. Weatherly. The department of defense high level architecture. In Winter Simulation Conference, pages 142-149, 1997.
- C. Diot and L. Gautier. A distributed architecture for multiplayer interactive applications on the internet. IEEE Networks magazine, 13(4), July/August 1999.
- Alan Fekete, Nancy Lynch, and Alex Shvartsman. Specifying and using a partitionable group communication service. ACM Transactions on Computer Systems, 19(2):171-216, 2001.
- Stefan Fiedler, Michael Wallner, and Michael Weber. A communica- tion architecture for massive multiplayer games. In Proceedings of the first workshop on Network and system support for games, pages 14-22. ACM Press, 2002.
- Seth Gilbert and Nancy Lynch. Brewer's conjecture and the feasibility of consistent, available, partition-tolerant web services. Sigact News, 33(2), June 2002.
- Tristan Henderson and Saleem Bhatti. Modelling user behaviour in networked games. In Proceedings of ACM Multimedia 2001, pages 212-220, October 2001.
- Hugh W. Holbrook, Sandeep K. Singhal, and David R. Cheriton. Log- based receiver-reliable multicast for distributed interactive simulation. In SIGCOMM, pages 328-341, 1995.
- Sitaram Iyer, Antony Rowstron, and Peter Druschel. Squirrel: A decentralized peer-to-peer web cache. In PODC, July 2002.
- I. Keidar. A highly available paradigm for consistent object replica- tion. Master's thesis, The Hebrew Univ. of Jerusalem, 1994. Technical Report CS95-5.
- John Kubiatowicz, David Bindel, Yan Chen, Patrick Eaton, Dennis Geels, Ramakrishna Gummadi, Sean Rhea, Hakim Weatherspoon, Westly Weimer, Christopher Wells, and Ben Zhao. Oceanstore: An architecture for global-scale persistent storage. In Proceedings of ASPLOS. ACM, November 2000.
- Leslie Lamport. The part-time parliament. ACM Transactions on Computer Systems, 16(2):133-169, 1998.
- N. Lynch and A. Shvartsman. Rambo: A reconfigurable atomic memory service for dynamic networks. In Proceedings of the 16th International Symposium on Distributed Computing, pages 173-190, 2002.
- Nancy Lynch, Dahlia Malkhi, and David Ratajczak. Atomic data access in content addressable networks. In Proceedings of the 1st International Workshop on Peer-to-Peer, March 2002.
- Alan Mislove, Ansley Post, Charles Reis, Paul Willmann, Peter Druschel, Dan S. Wallach, Xavier Bonnaire, Pierre Sens, Jean-Michel Busca, and Luciana Arantes-Bezerra. Post: A secure, resilient, cooperative messaging system. In 9th Workshop on Hot Topics in Operating Systems (HotOS IX), may 2003.
- Katherine L. Morse. Interest management in large-scale distributed simulations. Technical Report ICS-TR-96-27, University of Califor- nia, Irvine, 1996.
- Paul Bettner and Mark Terrano. GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond, March 2001. www.gamasutra.com/features/20010322/terrano 01.htm.
- Sylvia Ratnasamy, Paul Francis, Mark Handley, Richard Karp, and Scott Schenker. A scalable content-addressable network. In Proceed- ings of the 2001 conference on Applications, technologies, architec- tures, and protocols for computer communications, pages 161-172. ACM Press, 2001.
- Robbert Van Renesse, Kenneth P. Birman, Bradford B. Glade, Katie Guo, Mark Hayden, Takako Hickey, Dalia Malki, Alex Vaysburd, and Werner Vogels. Horus: A flexible group communications system. Technical Report TR95-1500, Cornell University, 23, 1995.
- Sean Rhea, Timothy Roscoe, and John Kubiatowicz. Structured peer- to-peer overlays need application-driven benchmarks. In Proceedings of 2nd International Workshop on Peer-to-Peer Systems, February 2003.
- Antony Rowstron and Peter Druschel. Pastry: scalable, decentraized object location and routing for large-scale peer-to-peer systems. In Proceedings of the 18th IFIP/ACM International Conference on Distributed Systems Platforms (Middleware), November 2001.
- Antony Rowstron and Peter Druschel. Storage management and caching in PAST, A large-scale, persistent peer-to-peer storage utility. In Greg Ganger, editor, Proceedings of SOSP-01, volume 35, 5 of ACM SIGOPS Operating Systems Review, pages 188-201, New York, October 21-24 2001. ACM Press.
- Stefan Saroiu, P. Krishna Gummadi, and Steven D. Gribble. A mea- surement study of peer-to-peer file sharing systems. In Proceedings of Multimedia Computing and Networking 2002 (MMCN '02), San Jose, CA, USA, January 2002.
- Nathan Sheldon, Eric Girard, Seth Borg, Mark Claypool, and Em- manuel Agu. The effect of latency on user performance in Warcraft III. In Proceedings of the 2nd Workshop on Network and System Support for Games (NetGames 2003), pages 3-14, 2003.
- Ion Stoica, Robert Morris, David Karger, Frans Kaashoek, and Hari Balakrishnan. Chord: A scalable Peer-To-Peer lookup service for internet applications. In Roch Guerin, editor, Proceedings of SIGCOMM-01, volume 31, 4 of Computer Communication Review, pages 149-160, New York, August 27-31 2001. ACM Press.
- B. Y. Zhao, J. D. Kubiatowicz, and A. D. Joseph. Tapestry: An infrastructure for fault-tolerant wide-area location and routing. Technical Report UCB/CSD-01-1141, UC Berkeley, April 2001.
- Zona Inc. Terazona: Zona application frame work white paper, 2002. www.zona.net/whitepaper/Zonawhitepaper.pdf.