Mirrored arbiter architecture: a network architecture for large scale multiplayer games

Lan Yang, Peerapong Sutinrerk
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引用次数: 12

Abstract

Massively Multiplayer games become increasingly popular. Different multiplayer games are implemented on top of different network architectures based on the characteristics of the games. Typically, multiplayer games run on Client-Server (CS), Peer-to-Peer (P2P), Client-Multi-Server (CMS), or Peer-to-Peer with Central Arbiter (PP-CA) architectures. In this paper, we first examine these architectures from two perspectives: bandwidth requirements at the server and clients, and latency. We then propose a Mirrored-Arbiter (MA) architecture that combines the merits of CMS and PP-CA. This architecture takes all the benefits of PP-CA, but also resolves the main problems in PP-CA by using interest management technique and multicast. We implemented a multiplayer game called "TankWar" to validate the design of the proposed MA architecture. Both analysis and experiment were conducted to show the effectiveness of MA architecture.
镜像仲裁器架构:用于大型多人游戏的网络架构
大型多人游戏越来越受欢迎。根据游戏的特点,在不同的网络架构上实现不同的多人游戏。通常,多人游戏运行在客户端-服务器(CS)、点对点(P2P)、客户端-多服务器(CMS)或带有中央仲裁器(PP-CA)架构的点对点上。在本文中,我们首先从两个角度检查这些体系结构:服务器和客户端的带宽需求以及延迟。然后,我们提出了一个镜像仲裁(MA)架构,它结合了CMS和PP-CA的优点。该体系结构在继承了PP-CA的优点的同时,利用兴趣管理技术和组播技术解决了PP-CA存在的主要问题。我们实现了一个名为“坦克战争”的多人游戏来验证提议的MA架构的设计。通过分析和实验验证了该算法的有效性。
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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