Evaluating ginnungagap: a middleware for migration of partial game-state utilizing core-selection for latency reduction

P. Beskow, Geir A. Erikstad, P. Halvorsen, C. Griwodz
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引用次数: 5

Abstract

Massively multi-player online games (MMOGs) have stringent latency requirements and must support large numbers of concurrent players. To handle these conflicting requirements, it is common to divide the virtual environment into virtual regions, and spawn multiple instances of isolated game areas (known as dungeons or instances) to serve multiple distinct groups of players. As MMOGs attract players from all around the world, it is plausible to disperse these regions and instances on georgraphically distributed servers. Core selection algorithms can then be applied to locate an optimal server for placing a region or instance, based on player latencies. Functionality for migrating objects supports this objective, with a distributed name server ensuring that references to the moved objects are efficiently maintained. As a result, we anticipate a decrease in aggregate latency for the affected players. With Ginnungagap we present the implementation and evaluation of a middleware that combines these ideas and present its feasibility.
评估ginnungagap:一个利用核心选择来减少延迟的部分游戏状态迁移的中间件
大型多人在线游戏(mmog)具有严格的延迟要求,并且必须支持大量并发玩家。为了处理这些相互冲突的需求,我们通常会将虚拟环境划分为多个虚拟区域,并生成多个独立游戏区域的实例(游戏邦注:即所谓的地下城或实例),以服务于多个不同的玩家群体。由于mmog吸引了来自世界各地的玩家,所以将这些区域和实例分散到地理位置分散的服务器上是可行的。然后,核心选择算法可以根据玩家的延迟来定位放置区域或实例的最佳服务器。用于迁移对象的功能支持这一目标,分布式名称服务器确保对移动对象的引用得到有效维护。因此,我们预计受影响的玩家的总延迟会减少。通过Ginnungagap,我们展示了一个中间件的实现和评估,该中间件结合了这些想法并展示了其可行性。
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