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Multi-level Consistency Control Techniques in P2P Multiplayer Game Architectures with Primary Copy

기본 사본을 갖는 P2P 멀티플레이어 게임 구조의 수준별 일관성 제어 기법

  • Kim, Jin-Hwan (Dept. of Multimedia Engineering, Hansung University)
  • 김진환 (한성대학교 멀티미디어공학과)
  • Received : 2015.04.29
  • Accepted : 2015.08.07
  • Published : 2015.08.31

Abstract

A Multiplayer Online Game(MOG) is a game capable of supporting hundreds or thousands of players and is mostly played using the Internet. P2P(peer-to-peer) architectures for MOGs can potentially achieve high scalability, low cost, and good performance. The basic idea of many P2P-based games is to distribute the game state among peers and along with it processing, network, and storage tasks. In a primary-copy based replication scheme where any update to the object has to be first performed on the primary copy, this means distributing primary copies of objects among peers. Most multiplayer games use a primary-copy model in order to provide strong consistency control over an object. Games consist of various types of actions that have different levels of sensitivity and can be categorized according to their consistency requirements. With the appropriate consistency level of each action type within a game, this paper allows developers to choose the right trade-off between performance and consistency. The performance for P2P game architecture with the primary-copy model is evaluated through simulation experiments and analysis.

멀티플레이어 온라인 게임(MOG)은 수백 또는 수천명의 플레이어들을 위한 게임이며 대부분 인터넷을 이용하여 수행된다. MOG를 위한 P2P(peer-to-peer) 구조는 잠재적으로 규모조정성 증대, 비용 절감, 성능 향상 등이 가능하다. P2P 기반 게임의 기본 개념은 게임 상태를 플레이어들에게 분산 시켜서 각 플레이어가가 처리, 통신, 저장 업무를 수행하도록 하는 것이다. 객체에 대한 갱신 과정이 기본 사본에서 먼저 수행되는 기본 사본 기반 복제 기법에서도 객체들의 기본 사본은 플레이어들 간에 분산된다. 대부분의 멀티플레이어 게임은 각 객체마다 강한 일관성을 제공하기 위하여 기본 사본 모델을 사용한다. 게임은 여러 수준의 민감도를 가지며 각각의 일관성 요건에 따라 영역화될 수 있는 다양한 유형의 게임 액션들로 구성된다. 게임 내에서 각 액션의 유형마다 적절한 일관성 수준이 유지될 때 본 논문에서는 게임 개발업체가 성능과 일관성 간에 적절한 상충 관계를 선택할 수 있도록 한다. 기본 사본 모델을 갖는 P2P 게임 구조에 대한 성능 분석 결과가 기술된다.

Keywords

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