Lamoth: A message dissemination middleware for MMOGs in the cloud

Julien Gascon-Samson, Bettina Kemme, J. Kienzle
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Abstract

Provisionning network resources for Massively Multiplayer Online Games (MMOGs) poses interesting challenges due to the fact that the load can greatly vary depending on the time or other in-game factors. In this paper, we propose Lamoth, a cloud middleware for MMOGs that provides an interface for in-game message dissemination. Lamoth handles the exchange of game messages between nodes by making use of an arbitrary number of off-the-shelve pub/sub servers deployed in the cloud depending on the game scenario. In order to evaluate our platform, we implement Lamoth on top of Mammoth, McGill's research-oriented MMOG, and conduct extensive experiments by triggering situations which would cause networks bottlenecks. Our evaluations show that Lamoth can allow a MMOG to scale to high numbers of players and can properly handle extremely-demanding in-game situations if enough resources are provided.
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Lamoth:用于云中的mmog的消息传播中间件
为大型多人在线游戏(mmog)提供网络资源带来了有趣的挑战,因为负载可能会根据时间或其他游戏内因素而发生很大变化。在本文中,我们提出了Lamoth,一个用于mmog的云中间件,它提供了一个用于游戏内消息传播的接口。Lamoth通过使用部署在云中的任意数量的现成发布/订阅服务器来处理节点之间的游戏信息交换,这取决于游戏场景。为了评估我们的平台,我们在McGill的研究型MMOG Mammoth上实现了Lamoth,并通过触发可能导致网络瓶颈的情况进行了广泛的实验。我们的评估表明,Lamoth可以让MMOG扩展到大量玩家,并且如果提供足够的资源,可以适当地处理极端苛刻的游戏内部情况。
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