Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679572
R. C. Harvey, Ahmed Hamza, Cong Ly, M. Hefeeda
We address the issue of how to reduce energy consumption of the wireless interface during multiplayer gaming sessions on mobile devices. Reducing energy consumed by the wireless interface is achieved by putting it in a low-energy state when it is not used. We leverage the dead reckoning technique used in existing games. In dead reckoning, future locations of objects in a game are estimated based on their current locations and velocities. The difference between the extrapolated and true locations is known as the dead reckoning error. We propose an algorithm that employs the dead reckoning error rate to dynamically control the state of the wireless interface. We implement our algorithm into a dead reckoning simulator that is based on a real open-source game. Our experimental results show that the proposed algorithm can achieve up to 36% energy savings for mobile devices. Our proposed algorithm is practical because it does not require much additional code and it allows easy integration with existing games.
{"title":"Energy-efficient gaming on mobile devices using dead reckoning-based power management","authors":"R. C. Harvey, Ahmed Hamza, Cong Ly, M. Hefeeda","doi":"10.1109/NETGAMES.2010.5679572","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679572","url":null,"abstract":"We address the issue of how to reduce energy consumption of the wireless interface during multiplayer gaming sessions on mobile devices. Reducing energy consumed by the wireless interface is achieved by putting it in a low-energy state when it is not used. We leverage the dead reckoning technique used in existing games. In dead reckoning, future locations of objects in a game are estimated based on their current locations and velocities. The difference between the extrapolated and true locations is known as the dead reckoning error. We propose an algorithm that employs the dead reckoning error rate to dynamically control the state of the wireless interface. We implement our algorithm into a dead reckoning simulator that is based on a real open-source game. Our experimental results show that the proposed algorithm can achieve up to 36% energy savings for mobile devices. Our proposed algorithm is practical because it does not require much additional code and it allows easy integration with existing games.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124205488","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679654
Hesam Rahimi, S. Ratti, Ali Asghar Nazari Shirehjini, S. Shirmohammadi
This paper presents the findings of latency testing on a game with time rewind player abilities, built on a proposed engine with the concept of unsynchronized networked game instances.
{"title":"Unsynchronized multiplayer networked games: Feasibility with time rewind","authors":"Hesam Rahimi, S. Ratti, Ali Asghar Nazari Shirehjini, S. Shirmohammadi","doi":"10.1109/NETGAMES.2010.5679654","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679654","url":null,"abstract":"This paper presents the findings of latency testing on a game with time rewind player abilities, built on a proposed engine with the concept of unsynchronized networked game instances.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129040310","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679650
A. Iosup, Adrian Lascateu, N. Tapus
Millions of people play Massively Multiplayer Online Games (MMOGs) and participate in the social networks built around MMOGs daily. These players turn into a collaborative community to exchange game news, advice, and expertise, but in return expect support such as player reports and clan statistics. Thus, the MMOG social networks need to collect and analyze MMOG data, in a process of continuous MMOG analytics. With the appearance of cloud computing, it has become attractive to use on-demand resources to run automated MMOG data analytics tools. In this work we present CAMEO, an architecture for Continuous Analytics for Massively multiplayEr Online games on cloud resources. Our architecture provides various mechanisms for MMOG data collection and continuous analytics of a pre-determined accuracy in real settings. We implement and deploy CAMEO to perform continuous analytics on data from RuneScape, a popular MMOG. Using resources from various real clouds, including the commercial cloud of Amazon, CAMEO can analyze the characteristics of a community of over 3,000,000 active players, and follow the progress of 500,000 of these players for over a week. Thus, we show evidence that CAMEO can support the social networks built around MMOGs.
{"title":"CAMEO: Enabling social networks for Massively Multiplayer Online Games through Continuous Analytics and cloud computing","authors":"A. Iosup, Adrian Lascateu, N. Tapus","doi":"10.1109/NETGAMES.2010.5679650","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679650","url":null,"abstract":"Millions of people play Massively Multiplayer Online Games (MMOGs) and participate in the social networks built around MMOGs daily. These players turn into a collaborative community to exchange game news, advice, and expertise, but in return expect support such as player reports and clan statistics. Thus, the MMOG social networks need to collect and analyze MMOG data, in a process of continuous MMOG analytics. With the appearance of cloud computing, it has become attractive to use on-demand resources to run automated MMOG data analytics tools. In this work we present CAMEO, an architecture for Continuous Analytics for Massively multiplayEr Online games on cloud resources. Our architecture provides various mechanisms for MMOG data collection and continuous analytics of a pre-determined accuracy in real settings. We implement and deploy CAMEO to perform continuous analytics on data from RuneScape, a popular MMOG. Using resources from various real clouds, including the commercial cloud of Amazon, CAMEO can analyze the characteristics of a community of over 3,000,000 active players, and follow the progress of 500,000 of these players for over a week. Thus, we show evidence that CAMEO can support the social networks built around MMOGs.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134336559","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679527
H. Stensland, Martin Øinas Myrseth, C. Griwodz, P. Halvorsen
In modern online multi-player games, game providers are struggling to keep up with the many different types of cheating. Cheat detection is a task that requires a lot of computational resources. Advances made within the field of heterogeneous computing architectures, such as graphics processing units (GPUs), have given developers easier access to considerably more computational resources, enabling a new approach to solving this issue. In this paper, we have developed a small game simulator that includes a customizable physics engine and a cheat detection mechanism that checks the physical model used by the game. To make sure that the mechanisms are fair to all players, they are executed on the server side of the game system. We investigate the advantages of implementing physics cheat detection mechanisms on a GPU using the Nvidia CUDA framework, and we compare the GPU implementation of the cheat detection mechanism with a CPU implementation. The results obtained from the simulations show that offloading the cheat detection mechanisms to the GPU reduces the time spent on cheat detection, enabling the servers to support a larger number of clients.
{"title":"Cheat detection processing: A GPU versus CPU comparison","authors":"H. Stensland, Martin Øinas Myrseth, C. Griwodz, P. Halvorsen","doi":"10.1109/NETGAMES.2010.5679527","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679527","url":null,"abstract":"In modern online multi-player games, game providers are struggling to keep up with the many different types of cheating. Cheat detection is a task that requires a lot of computational resources. Advances made within the field of heterogeneous computing architectures, such as graphics processing units (GPUs), have given developers easier access to considerably more computational resources, enabling a new approach to solving this issue. In this paper, we have developed a small game simulator that includes a customizable physics engine and a cheat detection mechanism that checks the physical model used by the game. To make sure that the mechanisms are fair to all players, they are executed on the server side of the game system. We investigate the advantages of implementing physics cheat detection mechanisms on a GPU using the Nvidia CUDA framework, and we compare the GPU implementation of the cheat detection mechanism with a CPU implementation. The results obtained from the simulations show that offloading the cheat detection mechanisms to the GPU reduces the time spent on cheat detection, enabling the servers to support a larger number of clients.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"128 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134525706","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679578
John L. Miller, J. Crowcroft
Broadly deployed distributed virtual environments (DVE's) are based upon client-server architectures. Significant research over the last decade proposes a variety of distributed topologies for message propagation to enhance scalability and performance. We ran simulations using traces from World of Warcraft (WoW) and typical broadband speeds, and found that DVE's such as WoW could not employ P2P message propagation schemes. We found pure P2P pub-sub solutions would occasionally saturate residential broadband connections, and would result in average latency more than lOx greater than client-server solutions. To our surprise, we discovered message aggregation before transmission can not only reduce bandwidth requirements, but also reduce latency in both client-server and P2P message propagation schemes.
广泛部署的分布式虚拟环境(DVE)基于客户机-服务器体系结构。过去十年的重要研究提出了各种用于消息传播的分布式拓扑,以增强可伸缩性和性能。我们利用魔兽世界(World of Warcraft, WoW)的轨迹和典型的宽带速度进行了模拟,发现像魔兽世界这样的DVE不能采用P2P消息传播方案。我们发现,纯粹的P2P发布-订阅解决方案偶尔会使住宅宽带连接饱和,并且会导致平均延迟比客户机-服务器解决方案高出10%以上。令我们惊讶的是,我们发现在传输之前进行消息聚合不仅可以减少带宽需求,还可以减少客户机-服务器和P2P消息传播方案中的延迟。
{"title":"The near-term feasibility of P2P MMOG's","authors":"John L. Miller, J. Crowcroft","doi":"10.1109/NETGAMES.2010.5679578","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679578","url":null,"abstract":"Broadly deployed distributed virtual environments (DVE's) are based upon client-server architectures. Significant research over the last decade proposes a variety of distributed topologies for message propagation to enhance scalability and performance. We ran simulations using traces from World of Warcraft (WoW) and typical broadband speeds, and found that DVE's such as WoW could not employ P2P message propagation schemes. We found pure P2P pub-sub solutions would occasionally saturate residential broadband connections, and would result in average latency more than lOx greater than client-server solutions. To our surprise, we discovered message aggregation before transmission can not only reduce bandwidth requirements, but also reduce latency in both client-server and P2P message propagation schemes.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115371083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5680284
Y. Kusunose, Y. Ishibashi, Norishige Fukushima, S. Sugawara
This paper assesses QoE (Quality of Experience) of output quality and interactivity in a networked air hockey game with haptic media. For consistency and causality, we employ the adaptive Δ-causality control scheme with adaptive dead-reckoning. We clarify the influence of network delay on QoE.
{"title":"QoE assessment in networked air hockey game with haptic media","authors":"Y. Kusunose, Y. Ishibashi, Norishige Fukushima, S. Sugawara","doi":"10.1109/NETGAMES.2010.5680284","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5680284","url":null,"abstract":"This paper assesses QoE (Quality of Experience) of output quality and interactivity in a networked air hockey game with haptic media. For consistency and causality, we employ the adaptive Δ-causality control scheme with adaptive dead-reckoning. We clarify the influence of network delay on QoE.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128013575","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679542
Hsiang-Ho Lin, Chih-Yu Wang, Hung-Yu Wei
Multi-player online gaming is one of the most popular applications on the Internet nowadays. Due to the mobility requirements and the growing popularity of WiFi services, a significant number of users access the Internet through IEEE 802.11 Wireless LAN. Hence, the performance of highly interactive real-time online game under wireless environment is receiving attentions from researchers. In this paper, we investigate the efficiency of IEEE 802.11n MAC layer mechanisms in improving QoS (quality of service) of real-time FPS (first-person-shooter) online games. By analyzing the results of conducted simulations under heavy background traffic, we show how network level performance and MOS (mean opinion score) are improved under different combinations of these mechanisms. Our analysis shows that TXOP (Transmission Opportunity) mechanism is the key to improve the networking fairness of real-time online games, and with reverse direction mechanism, MOS can be further enhanced.
{"title":"Improving online game performance over IEEE 802.11n networks","authors":"Hsiang-Ho Lin, Chih-Yu Wang, Hung-Yu Wei","doi":"10.1109/NETGAMES.2010.5679542","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679542","url":null,"abstract":"Multi-player online gaming is one of the most popular applications on the Internet nowadays. Due to the mobility requirements and the growing popularity of WiFi services, a significant number of users access the Internet through IEEE 802.11 Wireless LAN. Hence, the performance of highly interactive real-time online game under wireless environment is receiving attentions from researchers. In this paper, we investigate the efficiency of IEEE 802.11n MAC layer mechanisms in improving QoS (quality of service) of real-time FPS (first-person-shooter) online games. By analyzing the results of conducted simulations under heavy background traffic, we show how network level performance and MOS (mean opinion score) are improved under different combinations of these mechanisms. Our analysis shows that TXOP (Transmission Opportunity) mechanism is the key to improve the networking fairness of real-time online games, and with reverse direction mechanism, MOS can be further enhanced.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129955786","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5680283
Yoshiaki Ida, Y. Ishibashi, Norishige Fukushima, S. Sugawara
In networked real-time games such as First Person Shooting (FPS) through a network which does not guarantee the Quality of Service (QoS), the consistency and fairness among players may be disturbed owing to network delay and jitter. To keep the consistency and fairness high, this paper carries out group synchronization control, which adjusts the output timing among multiple terminals. However, the interactivity slightly deteriorates under the control. By the Quality of Experience (QoE) assessment for FPS, this paper investigates the influences of network delay and a parameter of the group synchronization control on the interactivity and fairness.
{"title":"QoE assessment of interactivity and fairness in First Person Shooting with group synchronization control","authors":"Yoshiaki Ida, Y. Ishibashi, Norishige Fukushima, S. Sugawara","doi":"10.1109/NETGAMES.2010.5680283","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5680283","url":null,"abstract":"In networked real-time games such as First Person Shooting (FPS) through a network which does not guarantee the Quality of Service (QoS), the consistency and fairness among players may be disturbed owing to network delay and jitter. To keep the consistency and fairness high, this paper carries out group synchronization control, which adjusts the output timing among multiple terminals. However, the interactivity slightly deteriorates under the control. By the Quality of Experience (QoE) assessment for FPS, this paper investigates the influences of network delay and a parameter of the group synchronization control on the interactivity and fairness.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"34 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132259085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5679571
Bhojan Anand, Karthik Thirugnanam, L. T. Le, Due-Dung Pham, A. Ananda, R. Balan, M. Chan
With the improved processing power, graphic quality and high-speed wireless connection in recent generations of mobile phone, it looks more attractive than ever to introduce networked games on these devices. While device features and application resource requirements are rapidly growing, the battery technologies are not growing at the same pace. Networked Mobile games are a class of application, which consume higher levels of energy, as they are naturally more computationally intensive and use hardware components including audio, display and network to their fullest capacities. Therefore, the main concern is the limitation of the battery power of such portable devices to support the potentially long-hour of game play. In this paper we present ARIVU, a power aware middleware that dynamically controls the energy consumption of wireless interface based on the game and system state while maintaining the user experience. ARIVU provides the relevant API for game developers to easily integrate the middleware. We measure power consumption of game play over different wireless interfaces including 3.5G (HSPA), 802.11g and ZigBee. The middleware is able to save up to 40% of the total energy consumed by the wireless interfaces (802.11g and ZigBee). In addition, we show the efficiency of ZigBee interface as potential low power interface for networked game applications.
{"title":"ARIVU: Power-aware middleware for multiplayer mobile games","authors":"Bhojan Anand, Karthik Thirugnanam, L. T. Le, Due-Dung Pham, A. Ananda, R. Balan, M. Chan","doi":"10.1109/NETGAMES.2010.5679571","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5679571","url":null,"abstract":"With the improved processing power, graphic quality and high-speed wireless connection in recent generations of mobile phone, it looks more attractive than ever to introduce networked games on these devices. While device features and application resource requirements are rapidly growing, the battery technologies are not growing at the same pace. Networked Mobile games are a class of application, which consume higher levels of energy, as they are naturally more computationally intensive and use hardware components including audio, display and network to their fullest capacities. Therefore, the main concern is the limitation of the battery power of such portable devices to support the potentially long-hour of game play. In this paper we present ARIVU, a power aware middleware that dynamically controls the energy consumption of wireless interface based on the game and system state while maintaining the user experience. ARIVU provides the relevant API for game developers to easily integrate the middleware. We measure power consumption of game play over different wireless interfaces including 3.5G (HSPA), 802.11g and ZigBee. The middleware is able to save up to 40% of the total energy consumed by the wireless interfaces (802.11g and ZigBee). In addition, we show the efficiency of ZigBee interface as potential low power interface for networked game applications.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126022477","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2010-11-16DOI: 10.1109/NETGAMES.2010.5680282
Mahdi Tayarani Najaran, C. Krasic
Traditional client-server online games do not scale well in terms of the number of players they can support. Most of this is due to the quadratic growth of bandwidth requirements as the number of players increases, and the limitations on processing power of any single machine. Considering the excitement a firstperson shooter (FPS) game can provide by bringing an epic scale online battle to real life, we present a scalable cloud-based architecture able to host hundreds of players in an online FPS game. We host the game in a cloud, rather than on a single machine, and reduce aggregate bandwidth requirements of the game by using a scalable publish-subscribe subsystem. Each player expresses its preferences about other players using an interest set, and receives updates accordingly. Our evaluations, both in a testbed and cloud environment, show our architecture can scale to hundreds of players, an order of magnitude more players than state-of-the-art FPS game servers can currently support.
{"title":"Scaling online games with adaptive interest management in the cloud","authors":"Mahdi Tayarani Najaran, C. Krasic","doi":"10.1109/NETGAMES.2010.5680282","DOIUrl":"https://doi.org/10.1109/NETGAMES.2010.5680282","url":null,"abstract":"Traditional client-server online games do not scale well in terms of the number of players they can support. Most of this is due to the quadratic growth of bandwidth requirements as the number of players increases, and the limitations on processing power of any single machine. Considering the excitement a firstperson shooter (FPS) game can provide by bringing an epic scale online battle to real life, we present a scalable cloud-based architecture able to host hundreds of players in an online FPS game. We host the game in a cloud, rather than on a single machine, and reduce aggregate bandwidth requirements of the game by using a scalable publish-subscribe subsystem. Each player expresses its preferences about other players using an interest set, and receives updates accordingly. Our evaluations, both in a testbed and cloud environment, show our architecture can scale to hundreds of players, an order of magnitude more players than state-of-the-art FPS game servers can currently support.","PeriodicalId":339115,"journal":{"name":"2010 9th Annual Workshop on Network and Systems Support for Games","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122401070","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}