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Peer-to-Peer Support for Massively Multiplayer Games Zone Federation of Game Servers : a Peer-to-Peer Approach to Scalable Multi-player Online Games [INFOCOM.

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Presentation on theme: "Peer-to-Peer Support for Massively Multiplayer Games Zone Federation of Game Servers : a Peer-to-Peer Approach to Scalable Multi-player Online Games [INFOCOM."— Presentation transcript:

1 Peer-to-Peer Support for Massively Multiplayer Games Zone Federation of Game Servers : a Peer-to-Peer Approach to Scalable Multi-player Online Games [INFOCOM 2004]: Bjorn Knutsson, Honghui Lu, Wei Xu, Bryan Hopkins, UPenn [SIGCOMM’04] Takuji limura, Hiroaki Hazeyama, Youki Kadobayashi, Nara Institue of Science and Technology

2 Outline One-line summary Motivation Solution Approach 1  Peer-to-Peer Support for Massively Multiplayer Games Solution Approach 2  Zone Federation of Game Servers Experiment Critique

3 One-line comment This papers presents peer-to-peer overlay network for Massively Multiplayer Games (MMG) to solve scalability problem using locality of interest.

4 Motivation Massively Multiplayer Games (MMG)  Almost MMG is a RPG Ex> In the “Lord of the rings”, you are 레골라스. >_</ Ex> Lineage, World of Warcraft, etc  2M players, 180K concurrent players

5 Motivation Existing Clustered Server-Client architecture  Zone-based partition  One point of failure  Flash crowd  Over Provisioning  Lack of flexibility Server-Client

6 Motivation Characteristics of MMG  Large shared game world Immutable landscape information (terrain) Mutable object (food, tools, NPCs)  Locality of interest Limited vision & sensing capabilities Limited movement Interaction with near object and players  Self-organizing group by location Party play in RPG  Ex> 반지원정대 in “Lord of the Rings”

7 Solution Approach P2P overlay  Scale up and down dynamically  Self-organizing decentralized system Divide entire game into several region (peer group)  Hash region name into P2P key space Coordinator manages region  Coordination of shared object  Root of multicast tree  Distribution server of map  Also, one of player SCRIBE (Multicast support) PASTRY (P2P overlay) MMG Region 1 Region 2 Region 3 Player Object (NPCs or food) Coordinator Multicast Player Direct Connection

8 Scenario : mapping region to coordinator Regions and Player Machines are mapped to key space A region is managed by successor machine in key space 1 12 5 3 14 8 10 B A C 314 ABC A B C Node key :

9 Scenario : interaction between nodes 1 12 5 3 14 8 10 Blue arrow means communication between player & Coordinator Except E, F node, every node is both coordinator & player B A C 10 314 ABC C B A

10 Scenario : node join Player D on node 7 joins Rely on DHT to relocate peer-server 1 12 5 3 14 8 10 B A C 7 314 ABC 7 D D A B C D

11 Scenario : node leave A 9 Node leave  Peer-server relocated to succeeding node 8 1 12 5 3 14 8 9 7 3 BC 7 D B A C D 10 A A A B C D

12 Scenario : Replica and Coordinator migrate New Coordinator forwards update to old one until the game state transfer is completed Recovery time depend on both the size of game state and network 1 12 5 3 14 8 7 11 10 9 Game states are Replicated at replica (succeeding nodes) Coordinator keep consistency at every updates

13 Solution Approach Division of coordinator  Zone owner Sending state change to zone member Aggregating modification from zone member Consistency of changes  Data holder Zone name Zone owner Zone data coordinator

14 Solution Approach Division of Zoning layer from DHT network  Flexibility of zone owner One node can own several data holder (really?)  Enable dynamic zone allocation Direct connection  Reduce latency No crossing several hops on DHT

15 Scenario : zone owner and data holder A 9 Data holder  Same location with coordinator Zone owner  Who firstly updates data of data holder 8 1 12 5 3 14 8 9 7 3 BC 7 D B A C D 10 A A A B C D Data updates Lookup owner

16 Experimental assumption Prototype Implementation of “SimMud” Game states  Modeling RPG games to generate own trace  position change Multicast in group (region) : every 150 ms Ex> Quake 2 : every 50 ms  player-object interaction (coordinator – player) Eat every 20 sec  player-player interaction Fight every 20 sec  changing region (multicasting group) Every 40 sec  Region 200x300 grid Map and object size : 2* 6KB Maximum simulation size constrained by memory to 4000 virtual nodes (players) No player join & leave, no optimization

17 Experimental result around 6 hops Maximum delay about 400ms average message 70/sec 10 position updates * 7 /sec in same density, population growth does not make difference delay also increase slowly [log n]

18 Experimental result 99% messages are position updates Region changes take most bandwidth Effect of Population Density @ Ran with 1000 players, 25 regions @ Position updates increases linearly per node @ Non – uniform player distribution hurts performance Message rate of object updates higher than player-player = Object updates multicast in region = Object update sent to replica = Player-player interaction effects only players

19 Experimental result

20 Summary of result Feasibility of design  Average delay : 150ms  Bandwidth requirement 7.2KB/sec average 22.34KB/sec peak

21 Critique – first paper Strong Point  P2P approach of MMG architecture design  Good evaluation Simmud  Real surveys about several game player  Estimation of features about RPG games Weak Point  Scalability Static zone partition Coordinator node has too much burden  Heterogeneous peer nodes

22 Critique – second paper Strong point  Enabled dynamic zone allocation One node can own several data holder (zone)  Reduce latency between zone owner and members Weak point  Robustness Owner fault :State missing Replica?  Lack experiment Zone-owner change  Old owner update cost  New owner node download cost Time delay of succeeding  Cheating Problem Node who updates zone data becomes a zone owner

23 Critique New idea  Dynamic division of zone Data holder coverage is statically assigned  Data owner coverage is dynamic Sometimes users crowd into a specific place  EX> Thrall attack group consists of 300 users  Ex> also, Defending group also consists of a 120 users One zone needs more than one owner  Split data holder (zone)  Allocate several zone owner to one zone  Several instance of one zone No world-server division crowd zone may generate into two parallel zone  Several “Caribbean Bay” instance!! Already presented by “Guild War”, Arena net However It is not a P2P approach!


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