Evolving pub/sub subscriptions for multiplayer online games: demo

César Cañas, Kaiwen Zhang, Bettina Kemme, J. Kienzle, H. Jacobsen
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引用次数: 2

Abstract

We identify a class of content-based pub/sub applications with highly dynamic subscriptions. This includes location-based notification systems, predictive stock trading, and multiplayer games. The traditional method of handling subscription changes by engaging in expensive re-subscription protocols is inadequate when the workload is sufficiently large. We propose evolving subscriptions as a technique to alleviate the overhead of subscription churn when handling regular patterns of subscription changes. Subscribers express as a function of time the evolution of its subscriptions. The pub/sub brokers can then independently modify the evolving subscriptions without requiring further communication with the subscribers. In this demo, we present our design and implementation for supporting evolving subscriptions in the context of a multiplayer online game. We first show how evolving subscriptions are expressed to the pub/sub system. We then demonstrate its usage with a game client, which displays real-time performance measurements between the regular system and our enhanced version. We show the relative impact of using evolving subscriptions by running different experiments with our game engine.
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发展多人在线游戏的pub/sub订阅:演示
我们确定了一类具有高度动态订阅的基于内容的发布/订阅应用程序。这包括基于位置的通知系统、预测性股票交易和多人游戏。当工作负载足够大时,通过使用昂贵的重新订阅协议来处理订阅更改的传统方法是不合适的。我们建议发展订阅作为一种技术,以减轻处理订阅更改的常规模式时订阅流失的开销。订阅者将其订阅的演变表示为时间的函数。然后,发布/订阅代理可以独立地修改不断发展的订阅,而不需要与订阅者进一步通信。在这个演示中,我们展示了在多人在线游戏环境中支持不断发展的订阅的设计和实现。我们首先展示如何将不断发展的订阅表示为发布/订阅系统。然后我们用一个游戏客户端演示它的用法,该客户端显示常规系统和我们的增强版本之间的实时性能测量。我们通过在游戏引擎上运行不同的实验来展示使用进化订阅的相对影响。
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