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A distributed event delivery method with load balancing for MMORPG

Published: 10 October 2005 Publication History

Abstract

In this paper, we propose a new distributed event delivery method for MMORPG (Massively Multiplayer Online Role Playing Games). In our method, the whole game space is divided into multiple sub spaces with the same size and some player nodes are selected as responsible nodes to deliver game events occurring in their responsible sub spaces. Our method includes (1) a load balancing mechanism which allows each responsible node for the crowded sub space to dynamically construct a tree of multiple nodes and deliver events along the tree to reduce event forwarding overhead per node, (2) a technique to reduce end-to-end event delivery delay by dynamically replacing nodes in the tree, and (3) a technique to efficiently and seamlessly switch sub spaces to be observed while each player's view moves around in the game space. Through experiments, we show that our method achieves practical performance for MMORPG.

References

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A. Rowstron and P. Druschel: "Pastry: Scalable, distributed object location and routing for large-scale peer-to-peer systems", Proc. of IFIP/ACM International Conference on Distributed Systems Platforms (Middleware2001), LNCS2218, pp. 329--350, 2001.
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M. Castro, P. Druschel, A-M. Kermarrec and A. Rowstron: "SCRIBE: A large-scale and decentralised application-level multicast infrastructure", IEEE Journal on Selected Areas in Communications (JSAC)(Special issue on Network Support for Multicast Communications), 2002.
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Cited By

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  • (2017)Trust management for cheating detection in distributed massively multiplayer online gamesProceedings of the 15th Annual Workshop on Network and Systems Support for Games10.5555/3167906.3167915(40-42)Online publication date: 22-Jun-2017
  • (2017)Trust management for cheating detection in distributed massively multiplayer online games2017 15th Annual Workshop on Network and Systems Support for Games (NetGames)10.1109/NetGames.2017.7991547(1-3)Online publication date: Jun-2017
  • (2016)Evaluation of scalability and communication in MMOGs2016 13th IEEE Annual Consumer Communications & Networking Conference (CCNC)10.1109/CCNC.2016.7444812(393-398)Online publication date: Jan-2016
  • Show More Cited By

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cover image ACM Other conferences
NetGames '05: Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
October 2005
164 pages
ISBN:1595931562
DOI:10.1145/1103599
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 October 2005

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Author Tags

  1. event delivery architecture
  2. load balancing
  3. multiplayer game

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Cited By

View all
  • (2017)Trust management for cheating detection in distributed massively multiplayer online gamesProceedings of the 15th Annual Workshop on Network and Systems Support for Games10.5555/3167906.3167915(40-42)Online publication date: 22-Jun-2017
  • (2017)Trust management for cheating detection in distributed massively multiplayer online games2017 15th Annual Workshop on Network and Systems Support for Games (NetGames)10.1109/NetGames.2017.7991547(1-3)Online publication date: Jun-2017
  • (2016)Evaluation of scalability and communication in MMOGs2016 13th IEEE Annual Consumer Communications & Networking Conference (CCNC)10.1109/CCNC.2016.7444812(393-398)Online publication date: Jan-2016
  • (2015)Protecting peer-to-peer-based massively multiplayer online gamesInternational Journal of Computational Science and Engineering10.1504/IJCSE.2015.06883710:3(293-305)Online publication date: 1-Apr-2015
  • (2013)Peer-to-peer architectures for massively multiplayer online gamesACM Computing Surveys10.1145/2522968.252297746:1(1-51)Online publication date: 11-Jul-2013
  • (2013)A novel scalable hybrid architecture for MMOG2013 IEEE International Conference on Multimedia and Expo Workshops (ICMEW)10.1109/ICMEW.2013.6618435(1-6)Online publication date: Jul-2013
  • (2013)A survey of peer-to-peer overlay approaches for networked virtual environmentsPeer-to-Peer Networking and Applications10.1007/s12083-013-0231-58:2(276-300)Online publication date: 22-Sep-2013
  • (2012)A Survey of AoIM, Distribution and Communication in Peer-To-Peer Online Games2012 21st International Conference on Computer Communications and Networks (ICCCN)10.1109/ICCCN.2012.6289259(1-5)Online publication date: Jul-2012
  • (2012)Towards formalizing a reputation system for cheating detection in peer-to-peer-based massively multiplayer online gamesProceedings of the 6th international conference on Network and System Security10.1007/978-3-642-34601-9_22(291-304)Online publication date: 21-Nov-2012
  • (2011)Challenges for Selecting Optimal Coordinators in Peer-to-Peer-Based Massively Multi-User Virtual Environments2011 Proceedings of 20th International Conference on Computer Communications and Networks (ICCCN)10.1109/ICCCN.2011.6005904(1-6)Online publication date: Jul-2011
  • Show More Cited By

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