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A Case for Mutual Notification

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A Survey of P2P Protocols for Massively Multiplayer Online Games. Stephan Krause ... Only increases in really crowded settings. Stephan Krause. Institut f r Telematik ... – PowerPoint PPT presentation

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Title: A Case for Mutual Notification


1
A Case for Mutual Notification
  • A Survey of P2P Protocols for Massively
    Multiplayer Online Games

2
MMOGs in the wild
  • All use a client/server architecture
  • Almost all use sharding

3
P2P-MMOG
  • Use the power of P2P to overcome scalability
    issues
  • Research topic for quite some time
  • Plethora of protocols
  • Which architecture is the best?

4
Classification
  • Too many protocols to look at all of them
  • Focus on protocols for MMO(RP)Gs
  • Identify classes of protocols
  • Looking at
  • Division of game space
  • Exchanging movement messages
  • Resulting classes
  • ALM-based Protocols
  • Supernode-based Protocols
  • Mutual Notification Protocols

5
ALM
  • Divide game space into subspaces
  • Usually fixed size, fixed ID
  • Create a multicast group for each subspace
  • Players have a certain Area of Interest (AoI)
  • Subscribe to all subspaces inside their AoI
  • Max 4 rectangular subspaces
  • Unsubscribe if player moves away from subspace

6
SimMUD
  • Based upon SCRIBE
  • ALM protocol on top of a DHT
  • Best for SCRIBE Pastry
  • Forming of groups recursively on JOIN
  • No additional messaging overhead
  • Finding rendezvous points
  • Group ID is the hash of the subspace ID
  • Root of ALM tree Node closest to the group ID
  • Root can be cached
  • Failure resistance
  • Children detect failure of parents
  • Simple reJOINing the group repairs the tree

7
Supernode
  • Subspace concept similar to ALM-based
  • AoI/subscription-/unsubscription rules apply
  • Subspaces can be static or dynamic
  • Supernode responsible for each subspace
  • With dynamic subspaces
  • If too many players in subspace, divide it
  • With static subspaces
  • Additional load balancing mechanism needed

8
PubSubMMOG
  • Static subspaces
  • Central lobby server for resource allocation
  • Assigns roles
  • Supernode
  • stores all information for the subspace
  • Backup node
  • If supernode fails, backup node takes over
  • Load balancing tree
  • Timeslots
  • Supernode aggregates messages from a timeslot
  • Problem limits maximum latency

9
Mutual Notification
  • No fixed subspaces
  • Players exchange messages directly
  • Guarantees good latency overhead
  • Connection to all players in AoI
  • Players must know all their neighbors
  • Neighbors help discovering moving players
  • Neighbor discovery must be reliable

10
VAST
  • Voronoi-based Adaptive Scaleable Transfer
  • Each player computes Voronoi diagram of all known
    neighbors
  • Neighbor types
  • Enclosing neighbors
  • Boundary neighbors
  • Movement

11
Simulation
  • OverSim as simulation framework
  • Easy simulation of overlay and P2P networks
  • Realistic models for user behavior
  • Churn model
  • Pareto distributed lifetimes
  • Mean lifetime 100 minutes
  • On average 500 nodes
  • Delay
  • Real internet data
  • Using measurements from CAIDAs skitter project
  • Simulated time 2 hours

12
Simulation
  • Player behavior modeled by simple game client
  • In-game movement model
  • Random waypoint
  • Speed 5m/s
  • Players can form groups, flocking
  • AoI 40m
  • 1010 subspaces
  • 5 movement updates/sec
  • PubSubMMOG 2/sec due to latency limitations

13
Scenarios
  • Most important factor player density
  • Global density
  • Number of players/game area
  • Playground sizes
  • 1,0001,000, 5,0005,000, 10,00010,000
  • Local density
  • Local clustering of players
  • Modeled with groups
  • Group sizes
  • 1,5,15,25,40

14
Results Delay (10,00010,000)
15
Results Delay (5,0005,000)
16
Results Delay (1,0001,000)
17
Summary Delay
  • SimMUD
  • Robust to local density
  • Problems with global density
  • PubSubMMOG
  • Robust to global density
  • Logarithmic increase with local density
  • VAST
  • Robust to both global and local density

18
Results Bandwidth (10,00010,000)
19
Results Bandwidth (5,0005,000)
20
Results Bandwidth (1,0001,000)
21
Summary Bandwidth
  • SimMUD
  • Robust to local density
  • Problems with global density
  • PubSubMMOG
  • Affected by both global and local density
  • Traffic can get rather high
  • VAST
  • In most cases, unaffected to both global and
    local density
  • Only increases in really crowded settings

22
Conclusions
  • Best delay VAST
  • Can be generalized to all mutual notification
    protocols
  • Best bandwidth
  • Low player densities PubSubMMOG or SimMUD
  • High player densities VAST
  • Mutual notification great performance
  • Stability can be an issue
  • ALM rock solid, but high delays
  • Supernode stable, good delays, but high
    bandwidth
  • Timeslots unsuitable for globally distributed
    players
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