skip to main content
10.1145/3235765.3235785acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
research-article

Hybrid network clusters using common gameplay for massively multiplayer online games

Published:07 August 2018Publication History

ABSTRACT

With advancements in network technology and cost-efficient hardware, developers have begun placing servers throughout the world. These servers reside at the edge of cloud network infrastructures and vastly improved network quality. However, many locations in the world are still distant when accessing these edge servers. Further, massively multiplayer online games can strain edge server resources with additional hardware not available at the desired location.

In this paper, we explore the benefits of adapting a hybrid peer-to-peer network built to communicate with edge servers. In modern development of massively multiplayer online game topology, developers choose a traditional server and client model. The central server is the focus of network optimization with emphasis on adding additional hardware and creating multiple instances of the gaming virtual world. With edge servers, additional hardware is not always an option, and we require an innovative approach to the problem.

Prior work has practically ruled out peer-to-peer network topology for games due to poor latency and high variation in connection strength. This has resulted in the overall avoidance of peer-to-peer network design. However, adding an edge server to the equation, and reducing the physical distance of client connections to this system, may improve the stability of a peer-to-peer network.

We propose Avatar Fog as a novel solution for forming a hybrid peer-to-peer cluster of nodes using game design to decide network topology rather than the physical structure of the client and server locations. We place emphasis on improvements to latency between players participating in common gameplay, which is players participating in similar objectives within the virtual world.

A key element to the success of such a system is within ideal cluster formation. We look at interactions within the virtual world, rather than the physical connections of clients and servers to determine optimal cluster formation. We propose a novel solution to this cluster formation by grouping clients together using common gameplay, rather than virtual world positioning.

We compare this solution to the traditional server and client topology analyzing the effects on latency and server resources. We conclude that Avatar Fog improves latency and server resources over the traditional server and client model and dispels the myth that peer-to-peer networks for massively multiplayer online games are unusable.

References

  1. Xianhui Che and Barry Ip. 2012. Packet-level traffic analysis of online games from the genre characteristics perspective. Journal of Network and Computer Applications 35, 1 (2012), 240--252. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Kuan-Ta Chen, Polly Huang, and Chin-Laung Lei. 2006. How sensitive are online gamers to network quality? Commun. ACM 49, 11 (2006), 34--38. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Mark Claypool and Kajal Claypool. 2006. Latency and player actions in online games. Commun. ACM 49, 11 (2006), 40--45. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Matthias Dick, Oliver Wellnitz, and Lars Wolf. 2005. Analysis of factors affecting players' performance and perception in multiplayer games. In Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games. ACM, 1--7. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Tobias Fritsch, Hartmut Ritter, and Jochen Schiller. 2005. The effect of latency and network limitations on MMORPGs: a field study of everquest2. In Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games. ACM, 1--9. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. John S Gilmore and Herman A Engelbrecht. 2012. A survey of state persistency in peer-to-peer massively multiplayer online games. IEEE Transactions on Parallel and Distributed Systems 23, 5 (2012), 818--834. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Ramesh Govindan, Ina Minei, Mahesh Kallahalla, Bikash Koley, and Amin Vahdat. 2016. Evolve or die: High-availability design principles drawn from googles network infrastructure. In Proceedings of the 2016 conference on ACM SIGCOMM 2016 Conference. ACM, 58--72. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Maria Kihl, Andreas Aurelius, and Christina Lagerstedt. 2010. Analysis of World of Warcraft traffic patterns and user behavior. In Ultra Modern Telecommunications and Control Systems and Workshops (ICUMT), 2010 International Congress on. IEEE, 218--223.Google ScholarGoogle ScholarCross RefCross Ref
  9. John L Miller and Jon Crowcroft. 2010. The near-term feasibility of P2P MMOG's. In Network and Systems Support for Games (NetGames), 2010 9th Annual Workshop on. IEEE, 1--6. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Brandon Schlinker, Hyojeong Kim, Timothy Cui, Ethan Katz-Bassett, Harsha V Madhyastha, Italo Cunha, James Quinn, Saif Hasan, Petr Lapukhov, and Hongyi Zeng. 2017. Engineering egress with edge fabric: Steering oceans of content to the world. In Proceedings of the Conference of the ACM Special Interest Group on Data Communication. ACM, 418--431. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Mirko Suznjevic and Maja Matijasevic. 2013. Player behavior and traffic characterization for MMORPGs: a survey. Multimedia systems 19, 3 (2013), 199--220. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Géza Szabó, András Veres, and Sándor Molnár. 2009. Effects of user behavior on MMORPG traffic. In 2009 IEEE International Conference on Communications. IEEE, 1--6. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Amir Yahyavi and Bettina Kemme. 2013. Peer-to-peer architectures for massively multiplayer online games: A survey. ACM Computing Surveys (CSUR) 46, 1 (2013), 9. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Hybrid network clusters using common gameplay for massively multiplayer online games

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • Published in

            cover image ACM Other conferences
            FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital Games
            August 2018
            503 pages

            Copyright © 2018 ACM

            Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

            Publisher

            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 7 August 2018

            Permissions

            Request permissions about this article.

            Request Permissions

            Check for updates

            Qualifiers

            • research-article

            Acceptance Rates

            FDG '18 Paper Acceptance Rate39of95submissions,41%Overall Acceptance Rate152of415submissions,37%

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader