DocumentCode
2302040
Title
Transaction Models for Massively Multiplayer Online Games
Author
Zhang, Kaiwen ; Kemme, Bettina
Author_Institution
Dept. of Comput. Sci., Univ. of Toronto, Toronto, ON, Canada
fYear
2011
fDate
4-7 Oct. 2011
Firstpage
31
Lastpage
40
Abstract
Massively Multiplayer Online Games are considered large distributed systems where the game state is partially replicated across the server and thousands of clients. Given the scale, game engines typically offer only relaxed consistency without well-defined guarantees. In this paper, we leverage the concept of transactions to define consistency models that are suitable for gaming environments. We define game specific levels of consistency that differ in the degree of isolation and atomicity they provide, and demonstrate the costs associated with their execution. Each action type within a game can then be assigned the appropriate consistency level, choosing the right trade-off between consistency and performance. The issue of durability and fault-tolerance of game actions is also discussed.
Keywords
computer games; transaction processing; distributed systems; game engines; gaming environments; massively multiplayer online games; transaction models; Avatars; Games; Protocols; Reliability; Semantics; Servers; Software; consistency; fault-tolerance; online games; persistence; transactions;
fLanguage
English
Publisher
ieee
Conference_Titel
Reliable Distributed Systems (SRDS), 2011 30th IEEE Symposium on
Conference_Location
Madrid
ISSN
1060-9857
Print_ISBN
978-1-4577-1349-1
Type
conf
DOI
10.1109/SRDS.2011.13
Filename
6076759
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