支持大规模多人在线角色扮演游戏的点对点系统无缝地图

Xinbo Jiang, F. Safaei
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引用次数: 4

摘要

大型多人在线角色扮演游戏具有巨大的地图,可以将其划分为称为区域的较小组件,以实现可扩展性。在点对点(P2P)系统中,可以将这些区域分配给愿意承担区域服务器角色的对等点。无缝地图需要区域间通信,允许玩家跨越区域边界进行互动。在对对等体进行区域分配时,寻求降低区域间通信成本的方法是P2P系统的关键。本文给出了P2P系统的区域分配问题,并证明了该问题是np困难的。因此,我们提出了一种低成本的启发式方法,将物理网络划分为箱子,以及通过聚集游戏地图中的相邻区域来聚合虚拟世界的分区。然后,我们证明,通过将虚拟地图中的集群相邻区域分配给公共物理网络箱中的对等节点,我们能够实现与我们制定的优化模型相似的区域分配问题的区域间通信成本,同时避免了后者所需的过高的计算成本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Supporting a seamless map in peer-to-peer system for Massively Multiplayer Online Role Playing Games
Massively multiplayer online role playing games feature huge maps that can be partitioned into smaller components called zones to achieve scalability. In peer-to-peer (P2P) systems, those zones can be assigned to peers who are willing to take up the role of zone servers. A seamless map requires inter-zone communications to allow interactions between players across zone boundaries. In assigning zones to peers, it is critical to seek approaches to reduce the inter-zone communication cost in P2P system. In this paper, we formulate the zone assignment problem for P2P system and demonstrate that the problem is NP-hard. We hence propose a low-cost heuristic that partitions the physical network into bins, as well as, aggregating the partitions of the virtual world by clustering neighboring zones in a game map. We then demonstrate that by assigning clustered neighboring zones in the virtual map into peers in common physical network bins, we are able to achieve similar inter-zone communication cost for the zone assignment problem as that can be achieved by the optimization model we formulated, while avoiding the prohibitively high computation cost required by the latter.
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