Inter-Server Game State Synchronization using Named Data Networking

Philipp Moll, Sebastian Theuermann, Natascha Rauscher, H. Hellwagner, J. Burke
{"title":"Inter-Server Game State Synchronization using Named Data Networking","authors":"Philipp Moll, Sebastian Theuermann, Natascha Rauscher, H. Hellwagner, J. Burke","doi":"10.1145/3357150.3357399","DOIUrl":null,"url":null,"abstract":"In this paper, we develop a system for inter-server game state synchronization using the NDN architecture. We use Minecraft as a real-world example of online games and extend Minecraft's single-server architecture to work as multi-server game. In our prototype, we use two different NDN-based approaches for the dissemination of game state updates in server clusters. In a naive approach, servers request game state updates for small segments of the game world from other servers of the cluster. In an improved approach - the region manifest approach - servers identify changed parts of the world by subscribing to manifest files containing information about world regions managed by the other servers of the cluster. An apparent downside of the NDN approaches is the high overhead when handling small-sized game state updates, but our evaluation shows that NDN already improves on IP-based implementations regarding the resulting traffic volume when three or more servers are involved. Furthermore, caused by NDN's inherent multicast functionality, the advantage over IP increases with the size of the server cluster. Moreover, the use of NDN-based approaches leads to benefits beyond traffic reduction only. The name-based host-independent access to world regions allows to scale server clusters easier.","PeriodicalId":112463,"journal":{"name":"Proceedings of the 6th ACM Conference on Information-Centric Networking","volume":"56 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 6th ACM Conference on Information-Centric Networking","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3357150.3357399","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

Abstract

In this paper, we develop a system for inter-server game state synchronization using the NDN architecture. We use Minecraft as a real-world example of online games and extend Minecraft's single-server architecture to work as multi-server game. In our prototype, we use two different NDN-based approaches for the dissemination of game state updates in server clusters. In a naive approach, servers request game state updates for small segments of the game world from other servers of the cluster. In an improved approach - the region manifest approach - servers identify changed parts of the world by subscribing to manifest files containing information about world regions managed by the other servers of the cluster. An apparent downside of the NDN approaches is the high overhead when handling small-sized game state updates, but our evaluation shows that NDN already improves on IP-based implementations regarding the resulting traffic volume when three or more servers are involved. Furthermore, caused by NDN's inherent multicast functionality, the advantage over IP increases with the size of the server cluster. Moreover, the use of NDN-based approaches leads to benefits beyond traffic reduction only. The name-based host-independent access to world regions allows to scale server clusters easier.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
使用命名数据网络的服务器间游戏状态同步
本文采用NDN架构开发了一个服务器间游戏状态同步系统。我们将《我的世界》作为现实世界的在线游戏,并将《我的世界》的单服务器架构扩展为多服务器游戏。在我们的原型中,我们使用两种不同的基于ndn的方法在服务器集群中传播游戏状态更新。在一种简单的方法中,服务器从集群的其他服务器请求游戏世界的一小部分的游戏状态更新。在一种改进的方法中——区域清单方法——服务器通过订阅包含由集群的其他服务器管理的世界区域信息的清单文件来识别世界上发生变化的部分。NDN方法的一个明显的缺点是处理小型游戏状态更新时的高开销,但我们的评估表明,当涉及三个或更多服务器时,NDN已经改善了基于ip的实现所产生的流量。此外,由于NDN固有的多播功能,其优于IP的优势随着服务器集群的规模而增加。此外,使用基于ndn的方法带来的好处不仅仅是减少流量。对世界区域的基于名称的主机独立访问允许更容易地扩展服务器集群。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Secure Scuttlebutt: An Identity-Centric Protocol for Subjective and Decentralized Applications Your Message Rescues Me: Enhancing NDN Communication Quality in Disaster Scenarios An Efficient Opportunistic Routing Protocol for ICN Multiple Network Function Execution in ICN-based Crowdsensing Service: Demo A Compact NDN Architecture for Cluster based Information Centric Wireless Sensor Networks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1