Manycraft:将minecraft扩展到数百万

R. Diaconu, Joaquín Keller, M. Valero
{"title":"Manycraft:将minecraft扩展到数百万","authors":"R. Diaconu, Joaquín Keller, M. Valero","doi":"10.1109/NETGAMES.2013.6820617","DOIUrl":null,"url":null,"abstract":"Minecraft is a popular game with more than 20 million paying users and many more playing the free version. However, in multiplayer mode, only a few thousand users can play together. Our measurements show that, even reducing the landscape, i.e., the map, to a uniform flat land, a server cannot host significantly more users. For a common use case, when players cannot modify the map, we have designed and implemented Manycraft, an architecture to scale the number of users. Minecraft protocol messages are of three kinds: control, entity and map. In our approach, Kiwano, a distributed infrastructure for scaling virtual worlds, takes care of the entity related messages while the others are processed by a Minecraft server assigned to the player.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"69 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Manycraft: Scaling minecraft to millions\",\"authors\":\"R. Diaconu, Joaquín Keller, M. Valero\",\"doi\":\"10.1109/NETGAMES.2013.6820617\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Minecraft is a popular game with more than 20 million paying users and many more playing the free version. However, in multiplayer mode, only a few thousand users can play together. Our measurements show that, even reducing the landscape, i.e., the map, to a uniform flat land, a server cannot host significantly more users. For a common use case, when players cannot modify the map, we have designed and implemented Manycraft, an architecture to scale the number of users. Minecraft protocol messages are of three kinds: control, entity and map. In our approach, Kiwano, a distributed infrastructure for scaling virtual worlds, takes care of the entity related messages while the others are processed by a Minecraft server assigned to the player.\",\"PeriodicalId\":289229,\"journal\":{\"name\":\"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"volume\":\"69 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-12-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/NETGAMES.2013.6820617\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NETGAMES.2013.6820617","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7

摘要

《我的世界》是一款很受欢迎的游戏,拥有超过2000万付费用户,还有更多的人在玩免费版。然而,在多人模式中,只有几千个用户可以一起玩。我们的测量表明,即使将景观(即地图)减少到统一的平坦区域,服务器也不能承载更多的用户。对于一个常见的用例,当玩家无法修改地图时,我们设计并实现了Manycraft,这是一个扩展用户数量的架构。Minecraft协议消息有三种:控制、实体和地图。在我们的方法中,Kiwano,一个用于扩展虚拟世界的分布式基础设施,负责实体相关的消息,而其他的则由分配给玩家的Minecraft服务器处理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Manycraft: Scaling minecraft to millions
Minecraft is a popular game with more than 20 million paying users and many more playing the free version. However, in multiplayer mode, only a few thousand users can play together. Our measurements show that, even reducing the landscape, i.e., the map, to a uniform flat land, a server cannot host significantly more users. For a common use case, when players cannot modify the map, we have designed and implemented Manycraft, an architecture to scale the number of users. Minecraft protocol messages are of three kinds: control, entity and map. In our approach, Kiwano, a distributed infrastructure for scaling virtual worlds, takes care of the entity related messages while the others are processed by a Minecraft server assigned to the player.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
QoE-aware virtual machine placement for cloud games The impact of user, system, and context factors on gaming QoE: A case study involving MMORPGs Network performance measurement framework for real-time multiplayer mobile games Mobile game recommendation using touch gestures Dynamic local lag control for sound synchronization in joint musical performance
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1