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Modelo de Comunicação Híbrido para Jogos Massivos Multi-jogador

Solon A RabelloFábio CecinJorge L. V. BarbosaCláudio F. R. Geyer

We propose a peer-to-peer event ordering and simulation technique aimed at networked real-time action games. Partially based on replicated simulators, its goal is to support decentralized playout in smallscale game sessions on instanced action spaces while being resistant to collusion cheating. The action spaces are linked to persistent-state social spaces of larger scale which are supported by centralized simulation. Together, these two kinds of spaces offer support for massively multiplayer on-line games (MMOGs) that offer a mix of socialization on large-scale persistent environments and fast interaction on small-scale temporary ones. Although player nodes on action spaces are required to run a conservative and an optimistic simulator simultaneously, we show that 2.2 simultaneous simulation steps are executed on average and that 11.95 simultaneous steps occur as the average peak situation for 20-player sessions with 150ms to 300ms network delays between nodes, 5% probability of any late events introducing errors, and rollback and re-execution operations having their execution spread through 100ms of real time or longer.

http://www.lbd.dcc.ufmg.br/colecoes/sbgames/2006/013.pdf

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Biblioteca Digital Brasileira de Computação - Contato: bdbcomp@lbd.dcc.ufmg.br
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