Simulation of Area of Interest Management for Massively Multiplayer Online Games Using OPNET

S. A. Abdulazeez, A. Rhalibi, D. Al-Jumeily
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引用次数: 1

Abstract

In recent years, there has been an important growth of online gaming. Today's Massively Multiplayer Online Games (MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. With the number of players gradually increasing, servers still need to work efficiently under heavy load and, new researches are required to improve the established MMOG system architectures. In dealing with a considerable scale of massively multiplayer online games, several client-server and peer-to-peer solutions have been proposed. Although they have improved the scalability of MMOGs in different degrees, they faced new serious challenges in interest management. In this paper, we propose a novel static area of interest management in order to reduce the delay and traffic of Hybrid P2P MMOGs. We propose to use OPNET Modeler 18.0, and in particular the custom application to simulate the new architecture, which required the implementation of new nodes models and behaviors in the simulator to emulate correctly the new architecture. The scenarios include both client-server and hybrid P2P system to evaluate the communication of games with (125, 500, and 1000) peers. The simulation results show that area of interest management for MMOGs based on the hybrid P2P architectures have low delay and traffic received compared with MMOGs based on client-server system.
基于OPNET的大型多人在线游戏兴趣区管理仿真
近年来,网络游戏有了重要的增长。今天的大型多人在线游戏(mmog)可以包含数百万分散在世界各地的同步玩家,并在一个共享的游戏中相互参与。mmog中玩家数量的增加导致了服务器需求的一些问题,这导致了游戏行业成本的显著增加,并影响了提供给玩家的服务质量。随着玩家数量的逐渐增加,服务器仍然需要在高负载下高效工作,并且需要对现有的MMOG系统架构进行新的研究。在处理大规模的大型多人在线游戏时,已经提出了几种客户机-服务器和点对点解决方案。虽然它们在不同程度上提高了mmog的可扩展性,但在兴趣管理方面却面临着新的严峻挑战。为了减少混合型P2P mmog的延迟和流量,本文提出了一种新的静态兴趣区管理方法。我们建议使用OPNET Modeler 18.0,特别是自定义应用程序来模拟新体系结构,这需要在模拟器中实现新的节点模型和行为来正确地模拟新体系结构。这些场景包括客户机-服务器和混合P2P系统,以评估游戏与(125、500和1000)个对等体之间的通信。仿真结果表明,与基于客户端-服务器系统的mmog相比,基于混合P2P架构的mmog兴趣区域管理具有较低的延迟和接收流量。
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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