在云中使用自适应兴趣管理扩展在线游戏

Mahdi Tayarani Najaran, C. Krasic
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引用次数: 32

摘要

传统的客户机-服务器在线游戏在支持的玩家数量方面不能很好地扩展。这主要是由于带宽需求随着玩家数量的增加而二次增长,以及任何一台机器的处理能力的限制。考虑到第一人称射击游戏(FPS)通过将史诗级的在线战斗带入现实生活所带来的兴奋感,我们提出了一种可扩展的基于云的架构,能够在在线FPS游戏中容纳数百名玩家。我们将游戏托管在云中,而不是单个机器上,并通过使用可扩展的发布-订阅子系统减少游戏的总带宽需求。每个玩家使用一个兴趣集合来表达自己对其他玩家的偏好,并接收相应的更新。我们在测试平台和云环境中的评估表明,我们的架构可以扩展到数百名玩家,比目前最先进的FPS游戏服务器所能支持的玩家多出一个数量级。
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Scaling online games with adaptive interest management in the cloud
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.
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