Voronoi State Management for Peer-to-Peer Massively Multiplayer Online Games

Shun-Yun Hu, Shao-Chen Chang, Jehn-Ruey Jiang
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引用次数: 83

Abstract

State management is a basic requirement for multiuser virtual environments (VEs) such as massively multiplayer online games (MMOGs). Current MMOGs rely on centralized server-clusters that possess inherent scalability bottlenecks and are expensive to adopt and deploy. In this paper, we propose Voronoi state management (VSM) to maintain object states for peer-to-peer-based virtual worlds. By dynamically partitioning the VE with Voronoi diagrams and aggregating game states of overloaded nodes onto superpeers, VSM supports existing consistency control to enable scalable, load balanced, and fault tolerant VE state management. As both client and server-side resources are utilized collaboratively, VSM also integrates both client-server and peer-to-peer VE designs in a unified approach.
点对点大型多人在线游戏的Voronoi状态管理
状态管理是大型多人在线游戏(mmog)等多用户虚拟环境的基本要求。当前的mmog依赖于集中式服务器集群,这些集群具有固有的可伸缩性瓶颈,采用和部署成本很高。在本文中,我们提出了Voronoi状态管理(VSM)来维护基于点对点的虚拟世界的对象状态。通过Voronoi图对VE进行动态分区,并将过载节点的博弈状态聚合到超级对等体上,支持现有的一致性控制,实现可扩展、负载均衡、容错的VE状态管理。由于客户端和服务器端资源协同使用,VSM还将客户端-服务器和点对点VE设计统一集成。
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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