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NETGAMES
2003
ACM

Bandwidth requirement and state consistency in three multiplayer game architectures

14 years 5 months ago
Bandwidth requirement and state consistency in three multiplayer game architectures
Abstract— Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server (CS) or a Peer-to-Peer (PP) architecture. In CS, players exchange periodic updates through a central server that is also responsible for resolving any state inconsistencies. In PP, each player communicates with every other player while state inconsistencies are resolved through a distributed agreement protocol. In this paper, we first examine these architectures from two perspectives: bandwidth requirement at the server and players, and latency to resolve any player state inconsistencies. Our results are based on both analysis and experimentation with an open-source game called “BZFlag”. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player...
Joseph D. Pellegrino, Constantinos Dovrolis
Added 05 Jul 2010
Updated 05 Jul 2010
Type Conference
Year 2003
Where NETGAMES
Authors Joseph D. Pellegrino, Constantinos Dovrolis
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