DocumentCode
2336963
Title
A demonstration of a lockless, relaxed atomicity state parallel game server (LEARS)
Author
Raaen, Kjetil ; Espeland, Håvard ; Stensland, Håkon Kvale ; Petlund, Andreas ; Halvorsen, Pål ; Griwodz, Carsten
Author_Institution
Norway Simula Res. Lab., Univ. of Oslo, Oslo, Norway
fYear
2011
fDate
6-7 Oct. 2011
Firstpage
1
Lastpage
3
Abstract
Games where thousands of players can interact concurrently pose many challenges with regards to the massive parallelism. Earlier work within the field suggests that this is difficult due to synchronization issues. In this paper, we present an implementation of a game server architecture based on a model that allows for massive parallelism. The system is evaluated using traces from live game sessions that has been scaled up to generate massive workloads. We measure the differences in server response time for all objects that need timely updates. We also measure how the response time for the multithreaded implementation varies with the number of threads used. Our results show that the case of implementing a game-server can actually be highly parallel problem.
Keywords
computer games; multi-threading; parallel processing; software architecture; LEARS; atomicity state parallel game server; game server architecture; live game sessions; massive parallelism; multithreaded implementation; server response time; synchronization issues; Games; Graphical user interfaces; Message systems; Parallel processing; Projectiles; Servers; Synchronization;
fLanguage
English
Publisher
ieee
Conference_Titel
Network and Systems Support for Games (NetGames), 2011 10th Annual Workshop on
Conference_Location
Ottawa, ON
ISSN
2156-8138
Print_ISBN
978-1-4577-1932-5
Electronic_ISBN
2156-8138
Type
conf
DOI
10.1109/NetGames.2011.6080994
Filename
6080994
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