Peer-assisted online games with social reciprocity

Zhi Wang, Chuan Wu, Lifeng Sun, Shiqiang Yang
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引用次数: 2

Abstract

Online games and social networks are cross-pollinating rapidly in today's Internet: Online social network sites are deploying more and more games in their systems, while online game providers are leveraging social networks to power their games. An intriguing development as it is, the operational challenge in the previous game persists, i.e., the large server operational cost remains a non-negligible obstacle for deploying high-quality multi-player games. Peer-to-peer based game network design could be a rescue, only if the game players' mutual resource contribution has been fully incentivized and efficiently scheduled. Exploring the unique advantage of social network based games (social games), we advocate to utilize social reciprocities among peers with social relationships for efficient contribution incentivization and scheduling, so as to power a high-quality online game with low server cost. In this paper, social reciprocity is exploited with two give-and-take ratios at each peer: (1) peer contribution ratio (PCR), which evaluates the reciprocity level between a pair of social friends, and (2) system contribution ratio (SCR), which records the give-and-take level of the player to and from the entire network. We design efficient peer-to-peer mechanisms for game state distribution using the two ratios, where each player optimally decides which other players to seek relay help from and help in relaying game states, respectively, based on combined evaluations of their social relationship and historical reciprocity levels. Our design achieves effective incentives for resource contribution, load balancing among relay peers, as well as efficient social-aware resource scheduling. We also discuss practical implementation concerns and implement our design in a prototype online social game. Our extensive evaluations based on experiments on PlanetLab verify that high-quality large-scale social games can be achieved with conservative server costs.
具有社会互惠性的同伴辅助网络游戏
在今天的互联网上,在线游戏和社交网络正迅速相互影响:在线社交网站在其系统中部署了越来越多的游戏,而在线游戏提供商也在利用社交网络来推动他们的游戏。虽然这是一个有趣的发展,但前一款游戏中的操作挑战仍然存在,即大型服务器操作成本仍然是部署高质量多人游戏的不可忽视的障碍。基于点对点的游戏网络设计可能是一种拯救,只有在游戏玩家的相互资源贡献得到充分激励和有效安排的情况下。我们探索基于社交网络的游戏(社交游戏)的独特优势,主张利用具有社交关系的同伴之间的社会互惠性进行有效的贡献激励和调度,从而为低服务器成本的高质量网络游戏提供动力。在本文中,利用每个同伴的两个给予和接受比率来利用社会互惠:(1)同伴贡献比率(PCR),评估一对社交朋友之间的互惠水平;(2)系统贡献比率(SCR),记录玩家对整个网络的给予和接受水平。我们使用这两种比率设计了有效的点对点游戏状态分配机制,其中每个玩家基于对其社会关系和历史互惠水平的综合评估,分别最优地决定向其他玩家寻求中继帮助和中继游戏状态的帮助。我们的设计实现了对资源贡献的有效激励,中继节点之间的负载平衡,以及有效的社会感知资源调度。我们还讨论了实际执行问题,并将我们的设计应用于在线社交游戏原型中。基于PlanetLab的实验,我们进行了广泛的评估,结果表明,在服务器成本较低的情况下,可以制作出高质量的大型社交游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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