I3P: A Protocol for Increasing Reliability and Responsiveness in Massively Multiplayer Games
Jeremy Kackley*, Matthew Gambrell**, and Jean Gourd*
*University Of Southern Mississippi, School of Computing, 118 College Dr., Box 5106, Hattiesburg, MS 39406
**Amaze Entertainment, 816 Congress Ave SE, Suite 600, Austin, TX 78701
Developing broadband and internet technologies offers possibilities for new ways of minimizing the server bottleneck in online gaming as well as an increase in response and reliability. We look at a peer-to-peer (P2P) approach to circumnavigate some of the reliance on the central server and propose a protocol designed to increase responsiveness and reliability – which is also useful in meeting the unique requirements of a P2P approach.
-  A.-G. Bosser, “Massively multi-player games: matching game design with technical design,” In ACE ’04: Proc. of the 2004 ACM SIGCHI Int. Conf. on Advances in computer entertainment technology, pp. 263-268, New York, NY, USA, 2004, ACM Press.
-  I. Blizzard Entertainment, “World of Warcraft,” 2007.
-  A. Kementsietsidis, M. Arenas, and R. J. Miller, “Mapping data in peer-to-peer systems: semantics and algorithmic issues,” In SIGMOD ’03: Proc. of the 2003 ACM SIGMOD int. conf. on Management of data, pp. 325-336, New York, NY, USA, 2003, ACM Press.
-  X. Ren, K. Li, R. Li, and L. Yang, “An Improved Trust Model in P2P,” In 2006 IEEE Asia-Pacific Conference on Services Computing (APSCC’06), pp. 76-81, Los Alamitos, CA, USA, 2006, IEEE Computer Society.
-  S. Iren, P. D. Amer, and P. T. Conrad, “The transport layer: tutorial and survey,” ACM Computing Surveys, Vol.31, No.4, pp. 360-404, 1999.
-  N. W. G. i. t. Defense Advanced Research Projects Agency, I. A. Board, and E. t. End Services Task Force, “Protocol standard for a NetBIOS service on a TCP/UDP transport: Detailed specifications,” 1987.
-  C. Shue, W. Haggerty, and K. Dobbins, “OSI connectionless transport services on top of UDP: Version 1,” 1991.
-  K.-T. Chen, C.-Y. Huang, P. Huang, and C.-L. Lei, “An empirical evaluation of TCP performance in online games,” In ACE ’06: Proc. of the 2006 ACM SIGCHI int. conf. on Advances in computer entertainment technology, pp. 5, New York, NY, USA, June 2006, ACM.
-  M. Mauve, V. Hilt, C. Kuhmnch, J. Vogel, W. Geyer, and W. Effelsberg, “RTP/I: An Application Level Real-Time Protocol for Distributed Interactive Media,” 2000, IEFT Draft.
-  S. Pack, E. Hong, Y. Choi, L. Park, J.-S. Kim, and D. Ko, “Game transport protocol: lightweight reliable transport protocol for massive interactive on-line game,” In Proc. of the SPIE, Vol.4861, pp. 83-94, October 2002.
-  M. Corporation, “XNA Framework,” 2007.
-  S. Alda, “Component-Based Self-Adaptability in Peer-to-Peer Architectures,” In ICSE ’04: Proc. of the 26th Int. Conf. on Software Engineering, pp. 33-35, Washington, DC, USA, 2004, IEEE Computer Society.
-  S. Caltagirone, M. Keys, B. Schlief, and M. J. Willshire, “Architecture for a massively multiplayer online role playing game engine,” Journal of Computing Sciences in Colleges, Vol.18, No.2, pp. 105-116, 2002.
-  F. Cecin, R. Jannone, C. Geyer, M. Martins, and J. Barbosa, “FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games,” In NetGames ’04: Proc. of 3rd ACM SIGCOMM workshop on Network and system support for games, pp. 172-172, New York, NY, USA, 2004, ACM Press.
-  J. Chen, B. Wu, M. Delap, B. Knutsson, H. Lu, and C. Amza, “Locality aware dynamic load management for massively multiplayer games,” In PPoPP ’05: Proc. of the tenth ACM SIGPLAN symposium on Principles and practice of parallel programming, pp. 289-300, New York, NY, USA, 2005, ACM Press.
-  M. DeLap, B. Knutsson, H. Lu, O. Sokolsky, U. Sammapun, I. Lee, and C. Tsarouchis, “Is runtime verification applicable to cheat detection?” In NetGames ’04: Proc. of 3rd ACM SIGCOMM workshop on Network and system support for games, pp. 134-138, New York, NY, USA, 2004, ACM Press.
-  K. Endo, M. Kawahara, and Y. Takahashi, “A proposal of encoded computations for distributed massively multiplayer online services,” In ACE ’06: Proc. of the 2006 ACMSIGCHI int. conf. on Advances in computer entertainment technology, pp. 72, New York, NY, USA, 2006, ACM Press.
-  W.-C. Feng, F. Chang, W. Feng, and J. Walpole, “Provisioning online games: a traffic analysis of a busy counter-strike server,” In IMW ’02: Proc. of the 2nd ACM SIGCOMM Workshop on Internet measurement, pp. 151-156, New York, NY, USA, 2002, ACM Press.
-  J. Kim, J. Choi, D. Chang, T. Kwon, Y. Choi, and E. Yuk, “Traffic characteristics of a massively multi-player online role playing game,” In NetGames ’05: Proc. of 4th ACM SIGCOMM workshop on Network and system support for games, pp. 1-8, New York, NY, USA, 2005, ACM Press.
-  L. S. Liu, R. Zimmermann, B. Xiao, and J. Christen, “PartyPeer: a P2P massively multiplayer online game,” In MULTIMEDIA ’06: Proc. of the 14th annual ACM int. conf. on Multimedia, pp. 507-508, New York, NY, USA, 2006, ACM Press.
-  C. D. Nguyen, F. Safaei, and P. Boustead, “A distributed proxy system for provisioning immersive audio communication to massively multi-player games,” In NetGames ’04: Proc. of 3rd ACM SIGCOMM workshop on Network and system support for games, pp. 166-166, New York, NY, USA, 2004, ACM Press.
-  A. Yu and S. T. Vuong, “MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games,” In NOSSDAV ’05: Proc. of the int. workshop on Network and operating systems support for digital audio and video, pp. 99-104, New York, NY, USA, 2005, ACM Press.
This article is published under a Creative Commons Attribution-NoDerivatives 4.0 International License.