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On correctness of scalable multi-server state replication in online games

Published:30 October 2006Publication History

ABSTRACT

Massively Multiplayer Online Games (MMOG) require novel, scalable network architectures for a high amount of participating players in huge game worlds. Consequently, new and complex multi-server parallelization approaches have been proposed to provide responsive, massively multiplayer gameplay for different game genres. Besides scalability and performance, the issue of correctness of the game state processing is vital for providing a failure-free gameplay as expected by the users. In this paper, we first introduce the concept of correctness for multi-server replication architectures as the ability to preserve the order of user inputs in the virtual processing. We then present two correctness mechanisms optimized for multi-server replication: pessimistic lag and optimistic timewarp. We experimentally show that by implementing the lag mechanism for correctness in our multi-server implementation of the QFusion/Quake2-game the amount of incorrectly ordered actions can be reduced from 50% to 10%.

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                  cover image ACM Conferences
                  NetGames '06: Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
                  October 2006
                  350 pages
                  ISBN:1595935894
                  DOI:10.1145/1230040

                  Copyright © 2006 ACM

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                  Publication History

                  • Published: 30 October 2006

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