• DocumentCode
    2093364
  • Title

    A Hybrid P2P System to Support MMORPG Playability

  • Author

    Barri, Ignasi ; Giné, Francesc ; Roig, Concepció

  • Author_Institution
    Comput. Sci. Dept., Univ. of Lleida, Lleida, Spain
  • fYear
    2011
  • fDate
    2-4 Sept. 2011
  • Firstpage
    569
  • Lastpage
    574
  • Abstract
    MMORPG (Massively Multiplayer Online Role Player Games) is the most popular genre among network gamers, and now attract millions of users, who play in an evolving virtual world simultaneously. This huge amount of concurrent players requires the availability of high performance computation servers to provide QoS. Additionally, gaming aware distribution mechanisms are needed to distribute game instances among servers avoiding load unbalances that affect performance negatively. In this work, we tackle the problem of system scalability by means of a hybrid P2P architecture. To distribute game instances of MMORPG over the peers of this architecture, we propose two mapping mechanisms. The Direct Mapping distributes players on demand in order to minimize waiting times. The Group Mapping groups players on queues of different sizes before distributing them, in order to better exploit peers capabilities. The effectiveness and differences in terms of latency, waiting time and reliability of both mapping mechanisms are evaluated through simulation. We show that Group Mapping provides lower latency response, while Direct Mapping distributes game instances faster. In relation to reliability, our results show that the Direct Mapping policy achieves a failure probability under 7% in the worst cases.
  • Keywords
    computer games; peer-to-peer computing; probability; quality of service; MMORPG playability; QoS; concurrent player; direct mapping; failure probability; gaming aware distribution mechanism; group mapping; high performance computation server; hybrid P2P architecture; latency response; mapping mechanisms; massively multiplayer online role player game; network gamers; virtual world; waiting times; Computer architecture; Delta modulation; Fault tolerance; Games; Scalability; Servers; Latency; MMOG; MMORPG; Mapping; P2P; QoS; Reliability; Scalability;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    High Performance Computing and Communications (HPCC), 2011 IEEE 13th International Conference on
  • Conference_Location
    Banff, AB
  • Print_ISBN
    978-1-4577-1564-8
  • Electronic_ISBN
    978-0-7695-4538-7
  • Type

    conf

  • DOI
    10.1109/HPCC.2011.80
  • Filename
    6063041