Publish/subscribe network designs for multiplayer games

César Cañas, Kaiwen Zhang, Bettina Kemme, Jörg Kienzle, Hans Arno Jacobsen

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

23 Scopus citations

Abstract

Massively multiplayer online games (MMOGs), which are typically supported by large distributed systems, require a scalable, low latency messaging middleware that supports the location-based semantics and the loosely coupled interaction of multiplayer games components. In this paper, we present three different pub/sub-driven designs for a MMOG networking engine that account for the highly interactive and massive nature of these games. Each design uses not only different pub/sub approaches (from topic-based to content-based) but also serves varying degrees of responsibilities. In particular, some of them integrate game functionality, such as interest management, into the network engine. We implement, evaluate, and compare our proposed designs in the MMOG prototype Mammoth. Our real-world results show the viability of pub/sub while at the same time highlighting clear trade-offs between the different designs used, especially in the number and frequency of the various message types, such as subscriptions.

Original languageEnglish
Title of host publicationProceedings of the 15th International Middleware Conference, Middleware 2014
PublisherAssociation for Computing Machinery
Pages241-252
Number of pages12
ISBN (Electronic)9781450327855
DOIs
StatePublished - 8 Dec 2014
Externally publishedYes
Event15th International Middleware Conference, Middleware 2014 - Bordeaux, France
Duration: 8 Dec 201412 Dec 2014

Publication series

NameProceedings of the 15th International Middleware Conference, Middleware 2014

Conference

Conference15th International Middleware Conference, Middleware 2014
Country/TerritoryFrance
CityBordeaux
Period8/12/1412/12/14

Keywords

  • Interest management
  • Multiplayer games
  • Publish/subscribe

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