Gaming over COPSS: A content centric communication infrastructure for gaming applications

Jiachen Chen, M. Arumaithurai, Xiaoming Fu, K. Ramakrishnan
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引用次数: 3

Abstract

Supporting Massively Multiplayer Online Role Playing Games (MMORPG) is a significant challenge. MMORPGs have become very popular because of their attractive structuring and incorporation of realistic and creative scenarios. World of Warcraft and Counter-Strike are examples of such games and are characterized by high interactivity (need very low network latency). Every action an individual player performs typically needs to be communicated to all the related players and the players need to react according to the ‘current’ environment and the cumulative actions of all the players. Games like Second Life involve a large number of players and require a persistent view of the world that is usually managed by a dedicated server (e.g., one that is hosted by the game's publisher). The load on such a server for player management and communication can be significant, and is likely to be a source of substantial latency. A problem in designing a MMORPG is that of determining the related players for every action and disseminate these actions and the changed environment to the relevant players in a scalable manner with very low latency. For games where the environment is divided into regions that different groups of players may have varying amounts of visibility, it is desirable to sub-divide the environment into hierarchical regions. We envisage incorporating the notion of a “multi-layer hierarchical map”. While such capabilities exist in some limited form in selected games, such as Second Life (where players share a global map), they may be useful in a wide range of interactive MMORPG. A server-based infrastructure is likely to have more difficulty with providing this capability because of the communication and processing (customized for each individual player) requirements.
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基于COPSS的游戏:游戏应用程序的以内容为中心的通信基础设施
支持大型多人在线角色扮演游戏(MMORPG)是一个重大挑战。mmorpg因为其具有吸引力的结构以及结合了现实和创造性的场景而变得非常受欢迎。《魔兽世界》和《反恐精英》就是这类游戏的典型,它们的特点是交互性强(需要非常低的网络延迟)。单个玩家执行的每个行动都需要传达给所有相关玩家,玩家需要根据“当前”环境和所有玩家的累积行动做出反应。像《第二人生》这样的游戏包含了大量的玩家,并且需要一个由专用服务器(游戏邦注:例如,由游戏发行商托管的服务器)管理的持久的世界视图。这种用于玩家管理和通信的服务器上的负载可能非常大,并且可能是大量延迟的来源。设计MMORPG的一个问题是确定每个行动的相关玩家,并以极低延迟的可扩展方式将这些行动和变化的环境传播给相关玩家。对于那些将环境划分为不同玩家群体可能拥有不同可见性的区域的游戏来说,将环境细分为层次区域是可取的。我们设想纳入“多层分层地图”的概念。虽然这种功能在某些特定的游戏中以某种有限的形式存在,比如《第二人生》(玩家共享全球地图),但它们可能在许多交互式MMORPG中很有用。基于服务器的基础设施在提供此功能时可能会遇到更大的困难,因为需要通信和处理(为每个单独的玩家定制)需求。
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