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A hybrid architecture for massively multiplayer online games

Published: 21 October 2008 Publication History

Abstract

Many massively multiplayer online games use client-server architectures that have enormous server-side bandwidth requirements. Peer-to-peer game architectures provide better scaling, but open the game to additional cheating, since players are responsible for distributing events and storing state. We have developed a hybrid game architecture that maintains centralized control of state, while significantly reducing server bandwidth. The architecture uses a combination of client-server and peer-to-peer event distribution, so that only critical events are processed by the server. In addition, the architecture uses measurements and monitoring to ensure that players are capable of handling event distribution and are indeed providing this service. By lowering the bandwidth needed to host a game, while also providing a simple way to prevent cheating, our hybrid architecture allows game companies to support more concurrent players while still providing a controlled game experience. We deploy a game using the hybrid architecture on PlanetLab and use a measurement study to demonstrate its advantages over a client-server architecture.

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cover image ACM Other conferences
NetGames '08: Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
October 2008
108 pages
ISBN:9781605581323
DOI:10.1145/1517494
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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Published: 21 October 2008

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NetGames08: Network and Systems Support for Games
October 21 - 22, 2008
Massachusetts, Worcester

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Cited By

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  • (2022)Athlos: A Framework for Developing Scalable MMOG Backends on Commodity CloudsSoftware10.3390/software10100061:1(107-145)Online publication date: 7-Mar-2022
  • (2021)Network Latency Classification for Computer Games2021 IEEE International Conference on Recent Advances in Systems Science and Engineering (RASSE)10.1109/RASSE53195.2021.9686848(1-6)Online publication date: 12-Dec-2021
  • (2020)The WTFast’s Gamers Private Network (GPN ®) Performance Evaluation Results2020 IEEE International Systems Conference (SysCon)10.1109/SysCon47679.2020.9275855(1-6)Online publication date: 24-Aug-2020
  • (2020)Machine Learning Prediction of Gamer’s Private Networks (GPN®S)Proceedings of the Future Technologies Conference (FTC) 2020, Volume 210.1007/978-3-030-63089-8_7(107-123)Online publication date: 1-Nov-2020
  • (2020)Multiplayer Game Backends: A Comparison of Commodity Cloud-Based ApproachesService-Oriented and Cloud Computing10.1007/978-3-030-44769-4_4(41-55)Online publication date: 27-Mar-2020
  • (2019)A Systematic Mapping Study of MMOG Backend ArchitecturesInformation10.3390/info1009026410:9(264)Online publication date: 21-Aug-2019
  • (2017)PithosACM Transactions on Multimedia Computing, Communications, and Applications10.1145/310557713:3(1-33)Online publication date: 12-Jul-2017
  • (2017)Gaming network delays investigation and collection of very large-scale data sets2017 Annual IEEE International Systems Conference (SysCon)10.1109/SYSCON.2017.7934779(1-7)Online publication date: Apr-2017
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  • (2016)Game servers deployment automation case study2016 Annual IEEE Systems Conference (SysCon)10.1109/SYSCON.2016.7490578(1-7)Online publication date: Apr-2016
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