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  1. Proceedings of the 1st workshop on Network and system support for games (NetGames '02)
  2. A communication architecture for massive multiplayer games
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Mercury: a scalable publish-subscribe system for internet games
Generalized two-tier relevance filtering of computer game update events
A communication architecture for massive multiplayer games
A generic proxy system for networked computer games
State replication for multiplayer games
Network infrastructure for massively distributed games
Observations on game server discovery mechanisms
Network game traffic modelling
System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services
An efficient synchronization mechanism for mirrored game architectures
Subjective quality assessment for multiplayer real-time games
On the suitability of dead reckoning schemes for games

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A communication architecture for massive multiplayer games

Content Provider ACM Digital Library
Author Wallner, Michael Fiedler, Stefan Weber, Michael
Abstract In this paper we present an approach for a communication architecture based on the publisher/subscriber model. The key issues considered here are scalability, ease of programming and dynamic system evolution. The division of the communication load into distinctive channels allows decoupling the domains of the game enabling the overall system to scale flexibly with the underlying network infrastructure, map size or number of players simultaneously online. Thus our approach is suitable to realize especially huge game-worlds as used in massive multiplayer online games. The underlying publisher/subscriber communication layer provides a high level of abstraction with a lean API therefore dramatically simplifying network programming in the game engine. Due to the fact that the communication is content-based, there is no fixed correlation between the game players and the game backend servers. This permits the dynamic evolution of the system by removing or adding not only players but also game servers and game content on the fly.
Starting Page 14
Ending Page 22
Page Count 9
File Format PDF
ISBN 1581134932
DOI 10.1145/566500.566503
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2002-04-16
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Scalability Publisher/subscriber model Massive multiplayer games
Content Type Text
Resource Type Article
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