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.
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Index Terms
- Hybrid network clusters using common gameplay for massively multiplayer online games
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