DocumentCode :
1826400
Title :
GSM: a game scalability model for multiplayer real-time games
Author :
Müller, Jens ; Gorlatch, Sergei
Author_Institution :
Munster Univ., Germany
Volume :
3
fYear :
2005
fDate :
13-17 March 2005
Firstpage :
2044
Abstract :
Current commercial real-time computer games increasingly provide game designs suitable for a high number of players, forming the class of massive multiplayer games (MMG). To support MMG, the scalability of network topologies becomes critically important, i.e., their ability to maintain the game service for an increasing number of players. This paper presents GSM - an analytical scalability model for a detailed investigation of massively multiplayer capabilities of different networking topologies. We use the GSM to discuss the suitability of the client-server and peer-to-peer topology, as well as our own concept of a multi-server topology, for the important classes of first person shooter (FPS) and real-time strategy (RTS) games whose designs are still rarely adopted in MMGs. We verify our analytical model in scalability experiments in which we were able to forecast the maximum numbers of players in a non-congested game session with un error of less than 7 %.
Keywords :
cellular radio; client-server systems; computer games; peer-to-peer computing; telecommunication network topology; GSM; analytical scalability model; client-server topology; first person shooter; game scalability model; massive multiplayer games; multiplayer real-time computer games; network topologies; peer-to-peer topology; real-time strategy games; Analytical models; Computer errors; Delay; Fault tolerance; GSM; Military aircraft; Network servers; Network topology; Peer to peer computing; Scalability;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
INFOCOM 2005. 24th Annual Joint Conference of the IEEE Computer and Communications Societies. Proceedings IEEE
ISSN :
0743-166X
Print_ISBN :
0-7803-8968-9
Type :
conf
DOI :
10.1109/INFCOM.2005.1498481
Filename :
1498481
Link To Document :
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