Dyconits: Scaling Minecraft-like Services through Dynamically Managed Inconsistency

Jesse Donkervliet, J. Cuijpers, A. Iosup
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引用次数: 4

Abstract

Gaming is one of the most popular and lucrative entertainment industries. Minecraft alone exceeds 130 million active monthly players and sells millions of licenses annually; it is also provided as a (paid) service. Minecraft, and thousands of others, provide each a Modifiable Virtual Environment (MVE). However, Minecraft-like games only scale using isolated instances that support at most a few hundred players in the same virtual world, thus preventing their large player-base from actually gaming together. When operating as a service, even fewer players can game together. Existing techniques for managing data in distributed systems do not scale for such games: they either do not work for high-density areas (e.g., village centers or other places where the MVE is often modified), or can introduce an unbounded amount of inconsistency that can lower the quality of experience. In this work, we propose Dyconits, a middleware that allows games to scale, by bounding inconsistency in MVEs, optimistically and dynamically. Dyconits allow game developers to partition offline the game-world and its objects into units, each with its own bounds. The Dyconits system controls, dynamically and policy-based, the creation of dyconits and the management of their bounds. Importantly, the Dyconits system is thin, and reuses the existing game codebase and in particular the network stack. To demonstrate and evaluate Dyconits in practice, we modify an existing, open-source, Minecraft-like game, and evaluate its effectiveness through real-world experiments. Our approach supports up to 40% more concurrent players and reduces network bandwidth by up to 85%, with only minor modifications to the game and without increasing game latency.
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Dyconits:通过动态管理的不一致性来扩展类似minecraft的服务
游戏是最受欢迎和最赚钱的娱乐产业之一。仅《我的世界》就超过1.3亿月活跃玩家,每年销售数百万份授权;它也作为(付费)服务提供。《我的世界》和其他成千上万的游戏都提供了一个可修改的虚拟环境(MVE)。然而,像《我的世界》这样的游戏只能使用独立的实例,在同一个虚拟世界中最多支持几百名玩家,从而阻碍了它们庞大的玩家基础一起游戏。当作为服务运营时,甚至更少的玩家可以一起游戏。在分布式系统中管理数据的现有技术并不适用于这类游戏:它们要么不适用于高密度区域(游戏邦注:例如,村庄中心或其他MVE经常被修改的地方),要么可能引入无限的不一致性,从而降低体验质量。在这项工作中,我们提出了Dyconits,这是一种中间件,允许游戏通过限制mve中的不一致性,乐观地和动态地进行扩展。Dyconits允许游戏开发者将游戏世界及其对象划分为单元,每个单元都有自己的边界。Dyconits系统动态地、基于策略地控制Dyconits的创建及其边界的管理。重要的是,Dyconits系统很瘦,并且重用了现有的游戏代码库,特别是网络堆栈。为了在实践中演示和评估Dyconits,我们修改了一个现有的、开源的、类似于《我的世界》的游戏,并通过现实世界的实验来评估其有效性。我们的方法支持多达40%的并发玩家,并减少高达85%的网络带宽,只需要对游戏进行微小的修改,并且不会增加游戏延迟。
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