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Evolving pub/sub subscriptions for multiplayer online games: demo

Published: 13 June 2016 Publication History

Abstract

We identify a class of content-based pub/sub applications with highly dynamic subscriptions. This includes location-based notification systems, predictive stock trading, and multiplayer games. The traditional method of handling subscription changes by engaging in expensive re-subscription protocols is inadequate when the workload is sufficiently large.
We propose evolving subscriptions as a technique to alleviate the overhead of subscription churn when handling regular patterns of subscription changes. Subscribers express as a function of time the evolution of its subscriptions. The pub/sub brokers can then independently modify the evolving subscriptions without requiring further communication with the subscribers.
In this demo, we present our design and implementation for supporting evolving subscriptions in the context of a multiplayer online game. We first show how evolving subscriptions are expressed to the pub/sub system. We then demonstrate its usage with a game client, which displays real-time performance measurements between the regular system and our enhanced version. We show the relative impact of using evolving subscriptions by running different experiments with our game engine.

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C. Canas, K. Zhang, B. Kemme, J. Kienzle, and H.-A. Jacobsen. A Publish/Subscribe Network Engine Testbed for Multiplayer Games. In Middleware Demos, 2014.
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C. Canas, K. Zhang, B. Kemme, J. Kienzle, and H.-A. Jacobsen. Publish/Subscribe Network Designs for Multiplayer Games. In Middleware, 2014.
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A. Cheung and H.-A. Jacobsen. Green Resource Allocation Algorithms for Publish/Subscribe Systems. In ICDCS, pages 812--823, 2011.
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R. S. Kazemzadeh and H.-A. Jacobsen. Reliable and highly available distributed publish/subscribe service. In SRDS, pages 41--50, 2009.
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J. Kienzle, C. Verbrugge, B. Kemme, A. Denault, and M. Hawker. Mammoth: a massively multiplayer game research framework. In FDG, pages 308--315, 2009.
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Cited By

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  • (2023)Dynamic Topics Management in Publish/Subscribe Systems over Mobile Ad Hoc NetworksSN Computer Science10.1007/s42979-023-02412-w5:1Online publication date: 18-Dec-2023
  • (2017)Self-Evolving Subscriptions for Content-Based Publish/Subscribe Systems2017 IEEE 37th International Conference on Distributed Computing Systems (ICDCS)10.1109/ICDCS.2017.277(1597-1607)Online publication date: Jun-2017
  • (2016)MothPadProceedings of the 26th Annual International Conference on Computer Science and Software Engineering10.5555/3049877.3049898(201-207)Online publication date: 31-Oct-2016

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cover image ACM Conferences
DEBS '16: Proceedings of the 10th ACM International Conference on Distributed and Event-based Systems
June 2016
456 pages
ISBN:9781450340212
DOI:10.1145/2933267
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Publication History

Published: 13 June 2016

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Author Tags

  1. dead reckoning
  2. online games
  3. publish/subscribe

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Cited By

View all
  • (2023)Dynamic Topics Management in Publish/Subscribe Systems over Mobile Ad Hoc NetworksSN Computer Science10.1007/s42979-023-02412-w5:1Online publication date: 18-Dec-2023
  • (2017)Self-Evolving Subscriptions for Content-Based Publish/Subscribe Systems2017 IEEE 37th International Conference on Distributed Computing Systems (ICDCS)10.1109/ICDCS.2017.277(1597-1607)Online publication date: Jun-2017
  • (2016)MothPadProceedings of the 26th Annual International Conference on Computer Science and Software Engineering10.5555/3049877.3049898(201-207)Online publication date: 31-Oct-2016

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