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Donnybrook: enabling large-scale, high-speed, peer-to-peer games

Published: 17 August 2008 Publication History

Abstract

Without well-provisioned dedicated servers, modern fast-paced action games limit the number of players who can interact simultaneously to 16-32. This is because interacting players must frequently exchange state updates, and high player counts would exceed the bandwidth available to participating machines. In this paper, we describe Donnybrook, a system that enables epic-scale battles without dedicated server resources, even in a fast-paced game with tight latency bounds. It achieves this scalability through two novel components. First, it reduces bandwidth demand by estimating what players are paying attention to, thereby enabling it to reduce the frequency of sending less important state updates. Second, it overcomes resource and interest heterogeneity by disseminating updates via a multicast system designed for the special requirements of games: that they have multiple sources, are latency-sensitive, and have frequent group membership changes. We present user study results using a prototype implementation based on Quake III that show our approach provides a desirable user experience. We also present simulation results that demonstrate Donnybrook's efficacy in enabling battles of up to 900 players.

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Published In

cover image ACM SIGCOMM Computer Communication Review
ACM SIGCOMM Computer Communication Review  Volume 38, Issue 4
October 2008
436 pages
ISSN:0146-4833
DOI:10.1145/1402946
Issue’s Table of Contents
  • cover image ACM Conferences
    SIGCOMM '08: Proceedings of the ACM SIGCOMM 2008 conference on Data communication
    August 2008
    452 pages
    ISBN:9781605581750
    DOI:10.1145/1402958
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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Publication History

Published: 17 August 2008
Published in SIGCOMM-CCR Volume 38, Issue 4

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  1. computer games
  2. doppelgängers
  3. interest sets

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