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Bandwidth requirement and state consistency in three multiplayer game architectures
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Source Network and System Support for Games archive
Proceedings of the 2nd workshop on Network and system support for games table of contents
Redwood City, California
Pages: 52 - 59  
Year of Publication: 2003
ISBN:1-58113-734-6
Authors
Joseph D. Pellegrino  University of Delaware, Newark, Delaware
Constantinos Dovrolis  Georgia Institute of Technology, Atlanta, Georgia
Sponsors
SIGCOMM: ACM Special Interest Group on Data Communication
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 15,   Downloads (12 Months): 117,   Citation Count: 11
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ABSTRACT

Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server (CS) or a Peer-to-Peer (PP) architecture. In CS, players exchange periodic updates through a central server that is also responsible for resolving any state inconsistencies. In PP, each player communicates with every other player while state inconsistencies are resolved through a distributed agreement protocol.In this paper, we first examine these architectures from two perspectives: bandwidth requirement at the server and players, and latency to resolve any player state inconsistencies. Our results are based on both analysis and experimentation with an open-source game called "BZFlag". The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose an architecture that combines the merits of CS and PP. In that architecture, called Peer-to-Peer with Central Arbiter (PP-CA), players exchange updates in a peer-to-peer manner but without performing consistency checks. The consistency of the game is checked by a central arbiter that receives all updates, but contacts players only when an inconsistency is detected. As a result, the central arbiter has a lower bandwidth requirement than the server of a CS architecture.


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
J. Smed and T. Kaukoranta and H. Hakonen "Aspects of Networking in Multiplayer Computer Games". In Proceedings of International Conference on Applications and Development of Computer Games in the 21st Century, November 2001.
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L. Gautier and C. Diot and J. Kurose. "End-to-End Transmission Control Mechanisms for Multiparty Interactive Applications on the Internet". In Proceedings of IEEE INFOCOM, April 1999.
 
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C. Diot and L. Gautier. "A Distributed Architecture for MultiPlayer Interactive Applications on the Internet". In IEEE Network magazine, 13(4), August 1999.
 
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N. Baughman and B. Levine. "Cheat-Proof Playout for Centralized and Distributed Online Games". In Proceedings of IEEE INFOCOM, April 2001.
 
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T. Riker. "BZFlag". Available at http://www.bzflag.org, 2002.
 
11
P. Bettner and M. Terrano. "1500 Archers on a 28.8 Programming in Ages of Empires and Beyond". Technical report, Ensemble Studios, 2001.
 
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CITED BY  11
 
 
 
Collaborative Colleagues:
Joseph D. Pellegrino: colleagues
Constantinos Dovrolis: colleagues

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