Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games - NetGames '06 2006
DOI: 10.1145/1230040.1230088
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On correctness of scalable multi-server state replication in online games

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Cited by 8 publications
(5 citation statements)
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“…While some authors consider the consistency of clientside part of single-server online games [7], we rather focus on the more challenging problem of concurrent update operations on global objects in multi-server environments. Previous work [5,6] to improved the correctness of the state-based approach in multi-server online games while preserving correctness. The time warp approach of [5,6] delays the delivery of state updates to ensure correctness, whereas [4] also considers the correlation of updates operations and proposes a rollback-based algorithm which improves the performance for unrelated updates.…”
Section: Conclusion and Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…While some authors consider the consistency of clientside part of single-server online games [7], we rather focus on the more challenging problem of concurrent update operations on global objects in multi-server environments. Previous work [5,6] to improved the correctness of the state-based approach in multi-server online games while preserving correctness. The time warp approach of [5,6] delays the delivery of state updates to ensure correctness, whereas [4] also considers the correlation of updates operations and proposes a rollback-based algorithm which improves the performance for unrelated updates.…”
Section: Conclusion and Related Workmentioning
confidence: 99%
“…Previous work [5,6] to improved the correctness of the state-based approach in multi-server online games while preserving correctness. The time warp approach of [5,6] delays the delivery of state updates to ensure correctness, whereas [4] also considers the correlation of updates operations and proposes a rollback-based algorithm which improves the performance for unrelated updates. The latter approach is similar to the update ordering approach [1] which we adopt in our paper.…”
Section: Conclusion and Related Workmentioning
confidence: 99%
“…Several designs have been proposed that improve state consistency. Optimistic approaches, such as TimeWarp [2], rewind and recalculate state when new information is discovered; this helps correctness [3], although it is not always suitable for real-time games. A more practical technique is Local lag, which introduces a delay in local event processing, providing time for the corresponding network messages to reach their destinations [2].…”
Section: Background and Related Workmentioning
confidence: 99%
“…The series has pursued a far more open model of development than many, with both a very open architecture allowing for extensive user-created content and the release of source code under a GPL license [15]. The combination of Quake's ubiquity as a reference model and its openness as an architecture have lead to its widespread adoption as a research testbed for traffic analyses [2,19] and distributed architectures [6,27] of multiplayer games.…”
Section: Figure 4 a Depiction Of The Simulation Setup Client C 1 Ismentioning
confidence: 99%