ACM Home Page
Please provide us with feedback. Feedback
Rokkatan: scaling an RTS game design to the massively multiplayer realm
Full text PdfPdf (688 KB)
Source Computers in Entertainment (CIE) archive
Volume 4 ,  Issue 3  (July 2006) table of contents
SECTION: Advances in computer entertainment (ACE 2005 conference) table of contents
Article No. 11  
Year of Publication: 2006
ISSN:1544-3574
Authors
Jens Müller  University of Münster
SERGEI GORLATCH  University of Münster
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 23,   Downloads (12 Months): 121,   Citation Count: 2
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
Save this Article to a Binder    Display Formats: BibTex  EndNote ACM Ref   
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1146816.1146833
What is a DOI?

ABSTRACT

While massively multiplayer online role-playing games (MMORPG) involve large numbers of simultaneous players, two other popular game classes -- first-person shooter (FPS) and real-time strategy (RTS) games - are still only rarely considered for massively multiplayer gaming. A main technical problem for scaling these genres to be massively multiplayer is the absence of a suitable scalable multiserver networking approach. While the commonly used zoning concept performs well for an MMORPG, it is barely suitable for RTS and FPS games. As a scalable networking alternative for these genres, this article summarizes our work on the proxy-server architecture, which uses multiple servers for a single game session and implements a full replication of the game state at all proxies. We present our work on the game Rokkatan, our online evaluator game which enables massively multiplayer real-time strategy gaming using our proxy-server network architecture. We discuss the implementation of Rokkatan and analyze the distributed computation of the proxy-server approach by integrating an analytical scalability model into Rokkatan. Our experimental game sessions demonstrate high scalability of Rokkatan, which allows several hundreds of users to participate in a single, fast-paced game session.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
 
2
Knutsson, B., Lu, H., Xu, W., and Hopkins, B. 2004. Peer-to-peer support for massively multiplayer games. In Proceedings of the IEEE Infocom 2004 (Hong Kong, March).
 
3
Lester, P. A* pathfinding for beginners. http://www.policyalmanac.org/games/aStarTutorial.htm.
 
4
Müller, J., Fischer, S., Gorlatch, S., and Mauve, M. 2004. A proxy server-network for real-time computer games. In Proceedings of the Euro-Par 2004 Parallel Processing Conference (Pisa, Aug.). LNCS 3149. 606-613.
 
5
Müller, J. and Gorlatch, S. 2005. GSM: A game scalability model for multiplayer real-time games. In Proceedings of the IEEE Infocom 2005 (Miami, Fla., March).
 
6
Pritchard, M. 2000. How to hurt the hackers: The scoop on Internet cheating and how you can combat it. Game Developer Magazine.
 
7
Prokein. R. Reiner's tilesets. http://www.reinerstileset.4players.de:1059/englisch.htm/.
 
8
Rokkatan website. http://pvs.uni-muenster.de/pvs/projects/rokkatan/.
 
9
Smed, J., Kaukoranta, T., Hakonen, H. 2001. Aspects of networking in multiplayer computer games. In Proceedings of the International Conference on Application and Development of Computer Games in the 21st Century (Hong Kong, Nov). 74-81.
 
10
 
11
Thomason, L. Kyra sprite engine. http://www.grinninglizard.com/kyra/.


Collaborative Colleagues:
Jens Müller: colleagues
SERGEI GORLATCH: colleagues