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http://dx.doi.org/10.7236/JIIBC.2016.16.4.73

Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games  

Kim, Jin-Hwan (Dept. of Multimedia Engineering, Hansung University)
Publication Information
The Journal of the Institute of Internet, Broadcasting and Communication / v.16, no.4, 2016 , pp. 73-80 More about this Journal
Abstract
Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.
Keywords
hybrid architecture; consistency control; replication; primary-copy; performance;
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Times Cited By KSCI : 1  (Citation Analysis)
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