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  1. Proceedings of the 1st workshop on Network and system support for games (NetGames '02)
  2. State replication for 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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State replication for multiplayer games

Content Provider ACM Digital Library
Author Griwodz, Carsten
Abstract Massive multiplayer games have to cope with scalability problems that arise from the necessity of supporting network traffic for different game elements concurrently. In this paper, we show a simple means of separating these traffic styles in a proxy architecture by defining levels of urgency and relevance for each style. With this simple separation, low latency traffic styles can be preferred effectively over other traffic within the same game.We continue with a proposal for a middleware approach to the use of this infrastructure. It is based on the assumption that game developers can specify static requirements for the distributed objects at design and development time. In this case, we propose a combination of code-generation and run-time support for the use of the network architecture.
Starting Page 29
Ending Page 35
Page Count 7
File Format PDF
ISBN 1581134932
DOI 10.1145/566500.566505
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2002-04-16
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Distribution infrastructure Games Middleware
Content Type Text
Resource Type Article
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