{"title":"面向大型多人在线游戏(MMOG)的面向服务架构(SOA)","authors":"Farrukh Arslan","doi":"10.1109/UKSim.2012.82","DOIUrl":null,"url":null,"abstract":"In recent times Massive Multiplayer Online Game has appeared as a computer game that enables hundreds of players from all parts of the world to interact in a game world (common platform) at the same time instance. Current architecture used for MMOGs based on the classic tightly coupled distributed system. While, MMOGs are getting more interactive same time number of interacting users is increasing, classic implementation architecture may raise scalability and interdependence issues. This requires a loosely coupled service oriented architecture to support evolution in MMOG application. Data flow architecture, Event driven architecture and client server architecture are basic date orchestration approaches used by any service oriented architecture. Real time service is hottest issue for service oriented architecture. The basic requirement of any real time service oriented architecture is to ensure the quality of service. In this paper we have proposed a service oriented architecture for massive multiplayer online game and a specific middleware (based on open source DDS) in MMOG's for fulfilling real time constraints.","PeriodicalId":405479,"journal":{"name":"2012 UKSim 14th International Conference on Computer Modelling and Simulation","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Towards Service Oriented Architecture (SOA) for Massive Multiplayer Online Games (MMOG)\",\"authors\":\"Farrukh Arslan\",\"doi\":\"10.1109/UKSim.2012.82\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In recent times Massive Multiplayer Online Game has appeared as a computer game that enables hundreds of players from all parts of the world to interact in a game world (common platform) at the same time instance. Current architecture used for MMOGs based on the classic tightly coupled distributed system. While, MMOGs are getting more interactive same time number of interacting users is increasing, classic implementation architecture may raise scalability and interdependence issues. This requires a loosely coupled service oriented architecture to support evolution in MMOG application. Data flow architecture, Event driven architecture and client server architecture are basic date orchestration approaches used by any service oriented architecture. Real time service is hottest issue for service oriented architecture. The basic requirement of any real time service oriented architecture is to ensure the quality of service. In this paper we have proposed a service oriented architecture for massive multiplayer online game and a specific middleware (based on open source DDS) in MMOG's for fulfilling real time constraints.\",\"PeriodicalId\":405479,\"journal\":{\"name\":\"2012 UKSim 14th International Conference on Computer Modelling and Simulation\",\"volume\":\"25 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-03-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2012 UKSim 14th International Conference on Computer Modelling and Simulation\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/UKSim.2012.82\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 UKSim 14th International Conference on Computer Modelling and Simulation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/UKSim.2012.82","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Towards Service Oriented Architecture (SOA) for Massive Multiplayer Online Games (MMOG)
In recent times Massive Multiplayer Online Game has appeared as a computer game that enables hundreds of players from all parts of the world to interact in a game world (common platform) at the same time instance. Current architecture used for MMOGs based on the classic tightly coupled distributed system. While, MMOGs are getting more interactive same time number of interacting users is increasing, classic implementation architecture may raise scalability and interdependence issues. This requires a loosely coupled service oriented architecture to support evolution in MMOG application. Data flow architecture, Event driven architecture and client server architecture are basic date orchestration approaches used by any service oriented architecture. Real time service is hottest issue for service oriented architecture. The basic requirement of any real time service oriented architecture is to ensure the quality of service. In this paper we have proposed a service oriented architecture for massive multiplayer online game and a specific middleware (based on open source DDS) in MMOG's for fulfilling real time constraints.