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Redesigning architectre to support massively multiplayer online games

Redesigning architectre to support massively multiplayer online games. Nimesh Subramanian CMSC601. MMOG. Massively multiplayer online game (MMOG). It is estimated that 55% of internet users play multiplayer online games. The online gaming industry alone is valued at 7 billion USD.

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Redesigning architectre to support massively multiplayer online games

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  1. Redesigning architectre to support massively multiplayer online games Nimesh Subramanian CMSC601

  2. MMOG • Massively multiplayer online game (MMOG). • It is estimated that 55% of internet users play multiplayer online games. • The online gaming industry alone is valued at 7 billion USD. • The most famous example is World of Warcraft.

  3. Current Problem • Each game in the cloud has its own dedicated hardware, thus leading to overprovisioning of resources. • Even if the company has multiple games it will employ dedicated hardware for each of those games. • A common problem in the online gaming industry is the sharded design architecture that is currently being employed. • This sharded principle will worsen the over provisioning phenomenon • Another problem to be considered is Network latency must be low enough to have a decent gameplay experience.

  4. Solution • Using the Spatial-locality property of the player. • Using spatial locality property,three categories can be formed • Area of interest • Zone of interest • Realm of interest • Each of these will have a set of players associated with them. • P2P connections can be formed within each set. • Propagation of events can be based on priority.

  5. Dynamic Server Consolidation • When a particular zone reaches a certain threshold value, we can split the zone further to maintain the Quality-of-Service (QoS). • If the zone is sparsely polulated, we can combine the zones. • Reducing the number of players in a zone reduces the number of events to be propagated. • Each zone can be hosted in a separate VM. When its time to combine or split the zones meta-data can be passed.

  6. Analysis • Server consolidation- Bin-packing algorithm

  7. Disadvantages • Internet connection: • One of the main issue with cloud gaming. • If connection becomes congested or there is a packet loss, frame rate will drop resulting in degradation of game play • Under perfomance Your system might be able to give better resolution than what your getting from the cloud servers

  8. Advantages • Click and play • Constant Upgrades Improving a game console is impossible, and upgrading your PC is expensive and time consuming. • Reduces the investment needed. • Reduces the power consumption.

  9. Related work • Peer@play Suselbeck, R. ; Schiele, G. ; Becker, C. ,Peer-to-peer support for low-latency Massively Multiplayer Online Games in the cloud • Nae, V. ; Prodan, R. ; Fahringer, T. ,"Cost-efficient hosting and load balancing of Massively Multiplayer Online Games“ • Yeng-Ting Lee ; Kuan-Ta Chen, "Is Server Consolidation Benecial to MMORPG? A Case Study of World of Warcraft"

  10. Discussion

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