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Mirrored Arbiter Architecture -- A Network Architecture for Large Scale Multiplayer Games

机译:镜像仲裁器体系结构-大型多人游戏的网络体系结构

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Massively Multiplayer games become increasinglyrnpopular. Different multiplayer games are implementedrnon top of different network architectures based on therncharacteristics of the games. Typically, multiplayerrngames run on Client-Server (CS), Peer-to-Peer (P2P),rnClient-Multi-Server (CMS), or Peer-to-Peer with CentralrnArbiter (PP-CA) architectures. In this paper, we firstrnexamine these architectures from two perspectives:rnbandwidth requirements at the server and clients, andrnlatency. We then propose a Mirrored-Arbiter (MA)rnarchitecture that combines the merits of CMS and PPCA.rnThis architecture takes all the benefits of PP-CA, butrnalso resolves the main problems in PP-CA by usingrninterest management technique and multicast. Wernimplemented a multiplayer game called “TankWar” tornvalidate the design of the proposed MA architecture.rnBoth analysis and experiment were conducted to showrnthe effectiveness of MA architecture.
机译:大型多人游戏越来越受欢迎。基于游戏的特性,在不同的网络体系结构的顶部实现不同的多人游戏。通常,多人游戏在客户端服务器(CS),对等(P2P),多客户端服务器(CMS)或具有CentralArbiter(PP-CA)体系结构的对等网络上运行。在本文中,我们首先从两个角度检查这些体系结构:服务器和客户端的带宽要求以及延迟。然后,我们提出了一种结合CMS和PPCA优点的镜像仲裁器(MA)体系结构。该体系结构充分利用了PP-CA的所有优点,而且还通过使用兴趣管理技术和多播解决了PP-CA中的主要问题。 Wern实现了一个名为“ TankWar”的多人游戏,以验证所提出的MA体系结构的设计。进行了分析和实验,以证明MA体系结构的有效性。

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