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Rokkatan: scaling an RTS game design to the massively multiplayer realm

Published: 15 June 2005 Publication History

Abstract

While massively multiplayer online role-playing games involve large numbers of simultaneous players, two other popular game classes - first person action and real-time strategy games - are still rarely discussed for massively multiplayer gaming. This paper presents our work on Rokkatan, an online game which implements the common concept of real-time strategy in a scalable multiplayer design. In order to allow hundreds of users to participate in a single game session, Rokkatan uses our proxy-server network architecture which provides the required scalability and responsiveness required for a fast-paced gaming style. An analytical scalability model integrated into Rokkatan allows to forecast the maximum number of simultaneous players. Our experiments demonstrate good prediction quality of the model and high scalability of Rokkatan, which allows several hundreds of users to participate in a single game session.

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  • (2023)Servo: Increasing the Scalability of Modifiable Virtual Environments Using Serverless Computing2023 IEEE 43rd International Conference on Distributed Computing Systems (ICDCS)10.1109/ICDCS57875.2023.00075(829-840)Online publication date: Jul-2023
  • (2018)A Survey on Game Analytics in Massive Multiplayer Online Games2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)10.1109/SBGAMES.2018.00012(21-2109)Online publication date: Oct-2018
  • (2015)Area of SimulationACM Transactions on Multimedia Computing, Communications, and Applications10.1145/276446312:1(1-24)Online publication date: 24-Aug-2015
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  1. Rokkatan: scaling an RTS game design to the massively multiplayer realm

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    cover image ACM Other conferences
    ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
    June 2005
    511 pages
    ISBN:1595931104
    DOI:10.1145/1178477
    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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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 June 2005

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    Author Tags

    1. computer games
    2. massively multiplayer
    3. scalability

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    View all
    • (2023)Servo: Increasing the Scalability of Modifiable Virtual Environments Using Serverless Computing2023 IEEE 43rd International Conference on Distributed Computing Systems (ICDCS)10.1109/ICDCS57875.2023.00075(829-840)Online publication date: Jul-2023
    • (2018)A Survey on Game Analytics in Massive Multiplayer Online Games2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)10.1109/SBGAMES.2018.00012(21-2109)Online publication date: Oct-2018
    • (2015)Area of SimulationACM Transactions on Multimedia Computing, Communications, and Applications10.1145/276446312:1(1-24)Online publication date: 24-Aug-2015
    • (2008)Intelligent Synchronization for Mirrored Game Servers: A Real Case StudyJournal of Advanced Computational Intelligence and Intelligent Informatics10.20965/jaciii.2008.p013212:2(132-141)Online publication date: 20-Mar-2008
    • (2008)Scalability Analysis of the Hierarchical Architecture for Distributed Virtual EnvironmentsIEEE Transactions on Parallel and Distributed Systems10.1109/TPDS.2007.7073019:3(408-417)Online publication date: 1-Mar-2008
    • (2006)On correctness of scalable multi-server state replication in online gamesProceedings of 5th ACM SIGCOMM workshop on Network and system support for games10.1145/1230040.1230088(21-es)Online publication date: 30-Oct-2006
    • (2006)On-line game service system using grid technology based on P2P environmentProceedings of the 1st international conference on Scalable information systems10.1145/1146847.1146904(56-es)Online publication date: 30-May-2006
    • (2006)Modelling and Improving Group Communication in Server Operating SystemsProceedings of the 14th IEEE International Symposium on Modeling, Analysis, and Simulation10.1109/MASCOTS.2006.32(207-217)Online publication date: 11-Sep-2006

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