single-jc.php

JACIII Vol.12 No.2 pp. 132-141
doi: 10.20965/jaciii.2008.p0132
(2008)

Paper:

Intelligent Synchronization for Mirrored Game Servers: A Real Case Study

Stefano Ferretti, Marco Roccetti, and Claudio E. Palazzi

Department of Computer Science, University of Bologna, Via Mura Anteo Zamboni, 7, 40127 Bologna, Italy

Received:
May 20, 2007
Accepted:
September 12, 2007
Published:
March 20, 2008
Keywords:
MOGs, intelligent synchronization, consistency, responsiveness, interactivity
Abstract
Multiplayer Online Games (MOGs) embody intensive applications that require smart solutions able to cope with the high network traffic generated by players, variable latencies, and system failures. To this aim, the anatomy of the game architecture should reflect the possibly wide geographical dispersion of players interacting in a game session. Whereas the use of mirrored game servers has been recognized as a scalable solution to support MOGs, yet, a critical aspect remains that of identifying an efficient synchronization scheme able to responsively guarantee the consistency of the redundant game state. To address this issue, we added intelligence to an optimistic synchronization scheme for mirrored game server architectures: our scheme is able to classify events and, based on their semantics, relax ordering and reliability constraints to gain responsiveness without sacrificing consistency. In this work, we describe the devised scheme and report on an experimental assessment that is based on a real implementation of a mirrored game server architecture, deployed over the Internet. Results definitively show the efficacy of our approach.
Cite this article as:
S. Ferretti, M. Roccetti, and C. Palazzi, “Intelligent Synchronization for Mirrored Game Servers: A Real Case Study,” J. Adv. Comput. Intell. Intell. Inform., Vol.12 No.2, pp. 132-141, 2008.
Data files:
References
  1. [1] M. Borella, “Source models for network game traffic,” Computer Communications, Vol.23, No.4, pp. 403-410, February, 2000.
  2. [2] E. Cronin, B. Filstrup, S. Jamin, and A. Kurc, “An Efficient Synchronization Mechanism for Mirrored Game Architectures (Extented Version),” Multimedia Tools and Applications, Vol.23, No.1, pp. 7-30, May, 2004.
  3. [3] S. Ferretti, M. Roccetti, and C. Palazzi, “An Optimistic Obsolescence-Based Approach To Event Synchronization For Massive Multiplayer Online Games,” Int. Journal of Computers and Applications, Vol.29, No.1, pp. 33-43, February, 2006.
  4. [4] Y. Hashimoto and Y. Ishibashi, “Influences of network latency on interactivity in networked rock-paper-scissors,” NetGames ’06: Proc. of 5th ACM SIGCOMM workshop on Network and system support for games, ACM Press, p. 23, New York, NY, USA, 2006.
  5. [5] B. Knutsson, H. Lu, W. Xu, and B. Hopkins, “Peer-to-peer support for massively multiplayer games,” Proc. of the Twenty-third Annual Joint Conf. of the IEEE Computer and Communications Societies (INFOCOM 2004), IEEE, pp. 96-107, March, 2004.
  6. [6] M. Mauve, J. Vogel, V. Hilt, and W. Effelsberg, “Local-Lag and Timewarp: Providing Consistency for Replicated Continuous Applications,” IEEE Transactions on Multimedia, Vol.6, No.1, pp. 47-57, February, 2004.
  7. [7] J. Muller, J. H. Metzen, A. Ploss, M. Schellmann, and S. Gorlatch, “Rokkatan: scaling an RTS game design to the massively multiplayer realm,” ACE ’05: Proc. of the 2005 ACM SIGCHI Int. Conf. on Advances in computer entertainment technology, ACM Press, pp. 125-132, New York, NY, USA, 2005.
  8. [8] C. E. Palazzi, S. Ferretti, S. Cacciaguerra, and M. Roccetti, “Interactivity-Loss Avoidance in Event Delivery Synchronization for Mirrored Game Architectures,” IEEE Transactions on Multimedia, Vol.8, No.4, pp. 874-879, 2006.
  9. [9] S. Ferretti and M. Roccetti, “Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online games,” ACE ’05: Proc. of the 2005 ACM SIGCHI Int. Conf. on Advances in computer entertainment technology, ACM Press, pp. 405-412, New York, NY, USA, 2005.
  10. [10] J. Brun, F. Safaei, and P. Boustead, “Server topology considerations in online games,” NetGames ’06: Proc. of 5th ACM SIGCOMM workshop on Network and system support for games, ACM Press, p. 26, New York, NY, USA, 2006.
  11. [11] S. Wright and S. Tischer, “Architectural Considerations in Online Game Services over DSL Networks,” Proc. of the IEEE Int. Conf. on Communications (ICC2004), Paris, France, June, 2004.
  12. [12] C. Diot and L. Gautier, “A distributed architecture for multiplayer interactive applications on the internet,” IEEE Network Magazine, Vol.13, No.4, July/August, 1999.
  13. [13] R. Fujimoto, “Parallel and Distribution Simulation Systems,” John Wiley & Sons, Inc., 1999.
  14. [14] K. Lee, B. Ko, and S. Calo, “Adaptive server selection for large scale interactive online games,” Proc. of the 14th Int. workshop on Network and operating systems support for digital audio and video, ACM Press, pp. 152-157, 2004.
  15. [15] F. Li, L. Li, and R. Lau, “Supporting continuous consistency in multiplayer online games,” MULTIMEDIA ’04: Proc. of the 12th annual ACM Int. Conf. on Multimedia, ACM Press, pp. 388-391, 2004.
  16. [16] D. Jefferson, “Virtual Time,” ACM Transactions on Programming Languages and Systems, Vol.7, No.3, pp. 404-425, 1985.
  17. [17] S. Cacciaguerra, S. Ferretti, M. Roccetti, and M. Roffilli, “Car racing through the streets of the Web: a high-speed 3D game over a fast synchronization service,” Proc. of Int. ACM World Wide Web 2005 Conf., Poster Track, pp. 884-885, Chiba, Japan, May, 2005.
  18. [18] S. Ferretti, M. Roccetti, and S. Cacciaguerra, “On Distributing Interactive Storytelling: Issues of Event Synchronization and a Solution,” In Springer-Verlag, editor, 2nd Int. Conf. on Technologies for Digital Storytelling and Entertainment (TIDSE 2004), LNCS 3105, pp. 219-231, Darmstadt, Germany, June, 2004.
  19. [19] J.-C. Bolot, S. Fosse-Parisis, and D. F. Towsley, “Adaptive FECBased Error Control for Internet Telephony,” INFOCOM, pp. 1453-1460, 1999.
  20. [20] C. Perkins, O. Hodson, and V. Hardman, “A survey of packet loss recovery techniques for streaming audio,” IEEE Network, Vol.12, pp. 40-48, Sep./Oct., 1998.
  21. [21] S. P. Hernandez, J. Fanchon, K. Drira, and M. Diaz, “Causal Broadcast Protocol for Very Large Group Communication Systems,” OPODIS, pp. 175-188, 2001.
  22. [22] A. D. Kshemkalyani and M. Singhal, “An Optimal Algorithm for Generalized Causal Message Ordering (Abstract),” Symposium on Principles of Distributed Computing, p. 87, 1996.
  23. [23] F. Cristian, “Probabilistic clock synchronization,” Distributed Computing, Vol.3, No.3, pp. 146-158, 1989.
  24. [24] J. Farber, “Network game traffic modelling,” Proc. of the 1st Workshop on Network and System Support for Games, ACM Press, pp. 53-57, 2002.
  25. [25] J. Farber, “Traffic modelling for fast action network games,” Multimedia Tools Appl., Vol.23, No.1, pp. 31-46, 2004.

*This site is desgined based on HTML5 and CSS3 for modern browsers, e.g. Chrome, Firefox, Safari, Edge, Opera.

Last updated on Apr. 22, 2024