Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/1866480.1866494acmconferencesArticle/Chapter ViewAbstractPublication PagesideasConference Proceedingsconference-collections
research-article

Exploitation of event-semantics for distributed publish/subscribe systems in massively multiuser virtual environments

Published: 16 August 2010 Publication History

Abstract

Triggered by the fast evolving technical capabilities for implementing distributed global scale applications, online games have grown to a huge industry in recent years. Particularly, Massive Multiuser Virtual Environments (MMVEs), which allow for simultaneous activity of thousands of players in a virtual world, have been tremendously successful. Current architectures, however, use centralized approaches, which obviously do not scale beyond a certain point. Distributed event-based systems are a promising approach to reach both, performing and scalable architectures. The potential of this approach can only be fully exploited if event semantics is used to optimize event handling. Existing approaches actually do this to some degree, but typically in a very application specific manner. There is no generally applicable framework for classifying events according to their relevant semantic properties. In this paper, we propose a generally applicable classification of events as a first step on the way to flexibly adaptable generic event management systems. We exemplify the relevance of our semantic properties by classifying typical events in an existing MMVE. We discuss existing optimization strategies based on our semantic classification and outline a corresponding architecture.

References

[1]
}}Reinhard Müller and Frank Mackenroth. German Entertainment and Media Outlook: 2006--2010. PriceWaterhouseCoopers (Report), October 2006.
[2]
}}Walker White, Christoph Koch, Nitin Gupta, Johannes Gehrke, and Alan Demers. Database Research Opportunities in Computer Games. ACM SIGMOD Record, 36(3):7--13, 2007.
[3]
}}Max Skibinsky. Massive Multiplayer Game Development 2, chapter 5 - The Quest for the Holy Scale-Part 1: Large-Scale Computing, pages 339--355. Game Development Series. Charles River Media, 2 edition, February 2005.
[4]
}}Halldor Fannar, Victoria Coleman, Randy Breen, and Brandon Van Slyke. The server technology of eve online: How to cope with 300,000 players on one server. Talk on GDC Austin, 2008.
[5]
}}Shun-Yun Hu, Jui-Fa Chen, and Tsu-Han Chen. VON: A Scalable Peer-to-Peer Network for Virtual Environments. IEEE Network, 20(4):22--31, July 2006.
[6]
}}Ashwin Bharambe, John R. Douceur, Jacob R. Lorch, Thomas Moscibroda, Jeffrey Pang, Srinivasan Seshan, and Xinyu Zhuang. Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games. SIGCOMM Comput. Commun. Rev. (CCR), 38(4):389--400, 2008.
[7]
}}Ashwin Bharambe, Jeffrey Pang, and Srinivasan Seshan. Colyseus: A Distributed Architecture for Online Multiplayer Games. In 3rd Symposium on Networked Systems Design & Implementation (NSDI), pages 155--168, Berkeley, CA, USA, 2006. USENIX Association.
[8]
}}Kaiwen Zhang, Bettina Kemme, and Alexandre Denault. Persistence in Massively Multiplayer Online Games. In 7th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames), pages 53--58, New York, NY, USA, 2008. ACM.
[9]
}}Stefano Ferretti. A Synchronization Protocol For Supporting Peer-to-Peer Multiplayer Online Games in Overlay Networks. In 2nd International Conference on Distributed Event-Based Systems (DEBS), pages 83--94, New York, NY, USA, 2008. ACM.
[10]
}}Thomas Fischer and Richard Lenz. Event semantics in event dissemination architectures for massive multiuser virtual environments. In DEBS '10: Proceedings of the Fourth ACM International Conference on Distributed Event-Based Systems, pages 93--94, New York, NY, USA, 2010. ACM.
[11]
}}Jean S. Boulanger, Jörg Kienzle, and Clark Verbrugge. Comparing Interest Management Algorithms for Massively Multiplayer Games. In 5th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames), New York, NY, USA, 2006. ACM. Article No. 6.
[12]
}}David R. Jefferson. Virtual Time. ACM Transactions on Programming Languages and Systems (TOPLAS), 7(3):404--425, July 1985.
[13]
}}Rivka Ladin, Barbara Liskov, Liuba Shrira, and Sanjay Ghemawat. Providing High Availability Using Lazy Replication. ACM Transactions Computer Systems, 10(4):360--391, 1992.
[14]
}}B. Knutsson, Honghui Lu, Wei Xu, and B. Hopkins. Peer-to-Peer Support for Massively Multiplayer Games. In IEEE INFOCOM, volume 1, pages 96--107. IEEE, 2004.
[15]
}}Jens Müller and H. Sergei Gorlatc. Rokkatan: Scaling an RTS Game Design to the Massively Multiplayer Realm. ACM Computers in Entertainment (CIE), 4(3):1--14, 2006. Article No. 11.
[16]
}}Sandeep Singhal and Michael Zyda. Networked Virtual Environments: Design and Implementation. Addison-Wesley Professional, New York, NY, USA, 1999.
[17]
}}Patric Kabus, Wesley W. Terpstra, Mariano Cilia, and Alejandro P. Buchmann. Addressing Cheating in Distributed MMOGs. In 4th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames), New York, NY, USA, 2005. ACM. Article No. 6.
[18]
}}Yi Lin, Bettina Kemme, Marta P. Martinez, and Ricardo J. Peris. Applying Database Replication to Multi-player Online Games. In 5th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames), New York, NY, USA, 2006. ACM. Article No. 15.
[19]
}}Shinya Yamamoto, Yoshihiro Murata, Keiichi Yasumoto, and Minoru Ito. A Distributed Event Delivery Method with Load Balancing for MMORPG. In 4th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames), New York, NY, USA, 2005. ACM. Article No. 8.
[20]
}}Thorsten Hampel, Thomas Bopp, and Robert Hinn. A Peer-to-Peer Architecture for Massive Multiplayer OnlineGames. In 5th ACM SIGCOMM Workshop on Network and System Support for Games (NetGames), New York, NY, USA, 2006. ACM. Article No. 48.
[21]
}}Matthew S. Allen and Rame Alebouyeh. Chimera: A Library for Structured Peer-to-peer Application Development. Technical report, University of California, Santa Barbara, 2006.
[22]
}}Antony I. T. Rowstron and Peter Druschel. Pastry: Scalable, Decentralized Object Location, and Routing for Large-Scale Peer-to-Peer Systems. In 18th IFIP/ACM International Conference on Distributed Systems Platforms (Middleware), pages 329--350. Springer-Verlag, 2001.

Cited By

View all
  • (2015)Achieving Consistent Storage for Scalable MMORPG EnvironmentsProceedings of the 19th International Database Engineering & Applications Symposium10.1145/2790755.2790758(33-40)Online publication date: 13-Jul-2015
  • (2014)Automated publish-subscribe middleware configuration with M2etisProceedings of the 8th ACM International Conference on Distributed Event-Based Systems10.1145/2611286.2611321(357-360)Online publication date: 26-May-2014
  • (2014)Automated quality-of-service-aware configuration of publish-subscribe systems at design-timeProceedings of the 8th ACM International Conference on Distributed Event-Based Systems10.1145/2611286.2611293(118-129)Online publication date: 26-May-2014
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
IDEAS '10: Proceedings of the Fourteenth International Database Engineering & Applications Symposium
August 2010
282 pages
ISBN:9781605589008
DOI:10.1145/1866480
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]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 16 August 2010

Permissions

Request permissions for this article.

Check for updates

Qualifiers

  • Research-article

Conference

IDEAS '10
Sponsor:
  • ACM
  • Concordia University

Acceptance Rates

Overall Acceptance Rate 74 of 210 submissions, 35%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)6
  • Downloads (Last 6 weeks)1
Reflects downloads up to 03 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2015)Achieving Consistent Storage for Scalable MMORPG EnvironmentsProceedings of the 19th International Database Engineering & Applications Symposium10.1145/2790755.2790758(33-40)Online publication date: 13-Jul-2015
  • (2014)Automated publish-subscribe middleware configuration with M2etisProceedings of the 8th ACM International Conference on Distributed Event-Based Systems10.1145/2611286.2611321(357-360)Online publication date: 26-May-2014
  • (2014)Automated quality-of-service-aware configuration of publish-subscribe systems at design-timeProceedings of the 8th ACM International Conference on Distributed Event-Based Systems10.1145/2611286.2611293(118-129)Online publication date: 26-May-2014
  • (2011)Towards an adaptive event dissemination middleware for MMVEsProceedings of the 5th ACM international conference on Distributed event-based system10.1145/2002259.2002329(397-398)Online publication date: 11-Jul-2011

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media