Show simple item record

dc.contributor.authorWebb, Steven
dc.contributor.authorSoh, Sieteng
dc.contributor.authorLau, William
dc.date.accessioned2017-01-30T12:50:49Z
dc.date.available2017-01-30T12:50:49Z
dc.date.created2008-11-12T23:36:24Z
dc.date.issued2007
dc.identifier.citationWebb, Steven Daniel and Soh, Sieteng and Lau, William. 2007. Enhanced mirrored servers for network games, in Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games. (ed), NetGames '07, September 19-20, 2007, pp. 117-122, Melbourne, Australia: Association for Computing Machinery (ACM).
dc.identifier.urihttp://hdl.handle.net/20.500.11937/25917
dc.identifier.doi10.1145/1326257.1326278
dc.description.abstract

The Mirrored Server (MS) architecture uses multiple mirrored servers across multiple locations to alleviate the bandwidth bottleneck in the Client/Server (C/S) architecture. Each mirror receives and multicasts player updates to the others, simulates the game, and disseminates the new game state to players. However, keeping the game state consistent between mirrors in the presence of network delay, and maintaining game responsiveness requires each server in MS to simulate the game multiple times for each game update, and additional times in the event of costly rollbacks. In this paper we propose the Enhanced Mirrored Server (EMS) architecture. Like in the Peer-to-Peer architecture, EMS allows peers to exchange updates directly, resulting in a higher tolerance to delay at the mirrors. We propose using bucket synchronization in the mirrors so that each server in EMS simulates the game only once for each update and does not require rollbacks. The server disseminates updates to clients only in the event of inconsistency, and thus its outgoing bandwidth is lower than in MS. Our EMS uses cryptographic techniques to provide security equivalent to C/S, and prevents the timestamp cheat possible in MS. Our analytical analysis and simulations show the advantages of EMS over MS.

dc.publisherAssociation for Computing Machinery (ACM)
dc.subject- peer-to-peer
dc.subjectmirrored servers
dc.subjectMMOG
dc.subjectArchitecture
dc.subjectcheating
dc.subjectclient/server
dc.titleEnhanced mirrored servers for network games
dc.typeConference Paper
dcterms.source.startPage117
dcterms.source.endPage122
dcterms.source.conferenceNetGames '07: Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games
dcterms.source.conference-start-date19-20 September 2007
dcterms.source.conferencelocationMelbourne, Australia
dcterms.source.placeNew York, NY, USA
curtin.note

© ACM, 2007. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in NetGames '07: Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, ISBN: 978-0-9804460-0-5, 2007. http://doi.acm.org/10.1145/1326257.1326278

curtin.note

A link to the Publisher's website is available at: http://www.acm.org/

curtin.note

The Publisher/PDF's version is available at: http://caia.swin.edu.au/netgames2007/papers/1569046162.pdf

curtin.departmentDepartment of Computing
curtin.identifierEPR-2870
curtin.accessStatusOpen access
curtin.facultySchool of Electrical Engineering & Computing
curtin.facultyScience and Engineering


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record