Dienstag, 23.08.2004, 15.15 Uhr c.t., Raum 702 (Einsteinstr. 62)
A Proxy Server-Network for Real-time Computer Games
With regard to the number of users in a single game session, current multiplayer
computer games can be categorized into two main groups: Massively Multiplayer
Online Role Playing Games (MMORPG) allow thousands of users to participate in
the same game, while the number of players in action and strategy games usually
is limited to about 64 users. Unfortunately, the network topologies commonly
used for action and strategy games do not provide the required scalability to
allow massively multiplayer game sessions in these genres.
In this talk, we present a scalable multi-server architecture which
allows for a high number of users in action and strategy games. Several servers
can be interconnected to distribute the computational and communicational loads,
which increase with an growing number of users, among multiple hosts. We
demonstrate this scalability of our architecture with experimental results and
discuss the additional aspects of the synchronization of the distributed game
state and the game correctness of this network topology.