{"title":"Lamoth:用于云中的mmog的消息传播中间件","authors":"Julien Gascon-Samson, Bettina Kemme, J. Kienzle","doi":"10.1109/NETGAMES.2013.6820604","DOIUrl":null,"url":null,"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.","PeriodicalId":289229,"journal":{"name":"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Lamoth: A message dissemination middleware for MMOGs in the cloud\",\"authors\":\"Julien Gascon-Samson, Bettina Kemme, J. Kienzle\",\"doi\":\"10.1109/NETGAMES.2013.6820604\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":289229,\"journal\":{\"name\":\"2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)\",\"volume\":\"20 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-12-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"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.2013.6820604\",\"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.2013.6820604","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Lamoth: A message dissemination middleware for MMOGs in the cloud
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.