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PeertoPeer Support for Massively Multiplayer Games

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Peer-to-Peer Support for Massively Multiplayer Games. Introduction ... Players (avatars), objects, map/terrain. Existing System Client/Server Architecture ... – PowerPoint PPT presentation

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Title: PeertoPeer Support for Massively Multiplayer Games


1
Peer-to-Peer Support for Massively Multiplayer
Games
2
Introduction
  • Drawbacks of Client/Server Model
  • Lacks flexibility
  • Server to be over-provisioned
  • Limits deployment of user-designed games
  • P2P Overlays
  • Self-organizing
  • Games utilize memory CPU of peers
  • Problems
  • Performance
  • Availability
  • Security

3
P2P Online MMG
  • P2P Game architecture based on locality of
    interest
  • Player focuses on a single region at any time
  • Examples EverQuest, World of Warcraft, Sims
    Online, Second Life
  • Game States
  • Players (avatars), objects, map/terrain
  • Existing System Client/Server Architecture
  • Latency effect on player performance

4
P2P Infrastructures
  • Generally provide scalable distributable hash
    table
  • Systems balance hosting/query load
  • Pastry
  • Implements the hash table
  • Routes message in log2bN
  • Each node maintains leaf set l nodes
    numerically closest to local node
  • Scribe
  • Multicast infrastructure on Pastry
  • Union of routes from node to groups root gives
    multicast tree

5
Distributed Game Design
  • Store transient information on peers
  • Store persistent information on main servers
  • Partition Game world
  • Interest Management
  • Partition world into regions limited by how much
    a player can see
  • Limit communication of object to players in its
    region
  • Game State Consistency
  • Player state Send updates on player position
    Multicast, Dead reckoning
  • Object State Coordinator-based updates
  • Map Generally static

6
Distributed Game with P2P Overlay
  • Mapping Game states on to peers
  • Region contains players, objects
  • Node with id numerically closest to region id is
    coordinator
  • Random mapping
  • Taking care of handoffs when players leaves or
    joins game
  • Fault Tolerance Need to be more failure
    resilient
  • Game state to be replicated to improve
    availability
  • Assumptions
  • Node failures are independent
  • Failure frequency is low
  • Messages will be routed to correct node

7
Distributed Game with P2P Overlay
  • Shared State Replication
  • Assumes fail-stop failures detection using
    regular game events
  • Property of P2P comm systems route messages
    with key K to the node whose ID N is closest to K
  • Replica Next numerically closest node M after
    coordinator
  • Leaf set is automatically updated if M fails
  • Updating new coordinator
  • Window exists when consistency is lost failure
    detection replication time
  • Used P2P file system for session times
  • CAP Conjecture A Distributed system can have
    any of two of Consistency, Availability,
    tolerance of n/w Partitions

8
Implementation Details
  • SimMud on top of FreePastry
  • Maps objects
  • Region by 2-D array
  • Object array
  • Player object current position states
  • Inter-player interaction
  • Object Updates
  • Reduce message round trips between players
    coordinator

9
Results
  • Only of networking load
  • Analyze effects of
  • Total Population
  • Group Size
  • Network dynamics
  • Message aggregations

10
Questions?
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