TY - GEN
T1 - Publish/subscribe network designs for multiplayer games
AU - Cañas, César
AU - Zhang, Kaiwen
AU - Kemme, Bettina
AU - Kienzle, Jörg
AU - Jacobsen, Hans Arno
N1 - Publisher Copyright:
Copyright © 2014 ACM.
PY - 2014/12/8
Y1 - 2014/12/8
N2 - 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.
AB - 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.
KW - Interest management
KW - Multiplayer games
KW - Publish/subscribe
UR - http://www.scopus.com/inward/record.url?scp=84920435571&partnerID=8YFLogxK
U2 - 10.1145/2663165.2663337
DO - 10.1145/2663165.2663337
M3 - Conference contribution
AN - SCOPUS:84920435571
T3 - Proceedings of the 15th International Middleware Conference, Middleware 2014
SP - 241
EP - 252
BT - Proceedings of the 15th International Middleware Conference, Middleware 2014
PB - Association for Computing Machinery
T2 - 15th International Middleware Conference, Middleware 2014
Y2 - 8 December 2014 through 12 December 2014
ER -