Adaptable Online Game Server Design Jintaek Seo
Journal of Information and Communication Convergence Engineering, 18(2),
2020, Volume:
18, Issue:
2
Journal Article
Peer reviewed
This paper discusses how to design a game server that is scalable, adaptable, and re-buildable with components. Furthermore, it explains how various implementation issues were resolved. To support ...adaptability, the server comprises three layers: network, user, and database. To ensure independence between the layers, each layer was designed to communicate with each other only via message queues. In this architecture, each layer can have an arbitrary number of threads; thus, scalability is guaranteed for each layer. The network layer uses input/output completion ports(IOCP), which shows the best performance on the Windows platform, it can handle up to 5,000 simultaneous connections on a typical entry-level computer, despite being built with a singlethreaded user layer. To completely separate the database from the game server, the SQL code was not directly embedded in the database layer. KCI Citation Count: 0
Server load prediction can be utilized for load-balancing and load-sharing in distributed systems. The use of machine learning (ML) algorithms for load estimation in distributed system applications ...can increase the availability and performance of servers. Hence, a number of machine learning algorithms have been applied thus far for server load estimation. This study focuses on increasing the performance of game servers by accurately predicting the workload of game servers in short, medium and long term prediction situations. While doing this, various machine learning techniques have been applied and the algorithms that give the best results are presented. In terms of implementation, companies using their servers and data centers can try to increase their level of satisfaction by using these algorithms. A prediction model is developed and the estimation performances of a number of fundamental ML methods i.e., Naïve Bayes (NB), Generalized Linear Model (GLM), Logistic Regression (LR), Decision Tree (DT), Random Forest (RF), Gradient Boosted Trees (GBT), Support Vector Machine (SVM), Fast Large Margin (FLM), Convolutional Neural Network CNN are analyzed. The data used during the training stage is obtained by listening to the TCP/IP packet traffic and the real-data is extracted by performing an extensive analysis of the total transferred-data that includes also the payload. In the analysis phase, the goodput is considered in order to reveal exact resource requirements. Comprehensive simulations are performed under various conditions for high accuracy performance analysis. Experimental results indicate that the proposed ML-based prediction shows promising performance in terms of load prediction when compared to the common approaches present in the literature.
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In diesem Open-Access-Buch befasst sich Maximilian Vonthien mit den Fragen, wie lange Publisher von modernen digitalen Spielen den Support fur die Online-Komponenten (Online-Mehrspielermodus und ...Online-DRM-Systeme) erbringen mussen und ob die Inhaber von Spielkopien nach dem Supportende die Nutzungsmoglichkeit eigenhandig wiederherstellen durfen. Die Funktionstuchtigkeit beider Online-Komponenten ist vom Betrieb externer Server abhangig, die Spiele-Publisher betreiben und nach einiger Zeit abstellen, mit der Folge, dass die digitalen Spiele ganz oder zum Teil ihre Nutzungsmoglichkeit verlieren. In den Ausfuhrungen des Autors werden auch die im Mai 2019 verabschiedete Richtlinie (EU) 2019/770 und die hochaktuelle Diskussion um die Bereitstellung digitaler Inhalte berucksichtigt.
In diesem Open-Access-Buch befasst sich Maximilian Vonthien mit den Fragen, wie lange Publisher von modernen digitalen Spielen den Support für die Online-Komponenten (Online-Mehrspielermodus und ...Online-DRM-Systeme) erbringen müssen und ob die Inhaber von Spielkopien nach dem Supportende die Nutzungsmöglichkeit eigenhändig wiederherstellen dürfen. Die Funktionstüchtigkeit beider Online-Komponenten ist vom Betrieb externer Server abhängig, die Spiele-Publisher betreiben und nach einiger Zeit abstellen, mit der Folge, dass die digitalen Spiele ganz oder zum Teil ihre Nutzungsmöglichkeit verlieren. In den Ausführungen des Autors werden auch die im Mai 2019 verabschiedete Richtlinie (EU) 2019/770 und die hochaktuelle Diskussion um die Bereitstellung digitaler Inhalte berücksichtigt.
일반적으로 분산 형 구조의 게임서버시스템 하에서 게임 배경처리는 일정크기로 나누어진 여러 개의 부분 배경들을 다수의 게임서버가 나누어서 처리한다. 그런데 분할된 게임 배경에 대한 게임 사용자들의 선호도가 사용자의 특성에 따라 다르게 나타나기 때문에 모든 게임 배경 내 사용자들의 분포를 일률적으로 만들기는 매우 어렵다. 이 때문에 캐릭터들이 한 장소에 ...급격히 집중되어 게임이 진행되는 경우, 서버가 처리할 수 있는 한계를 넘어 시스템이 일시적으로 다운되는 문제가 발생 할 수 있으며, 그 반대의 경우 수행할 캐릭터가 없는 상황에서도 배경처리를 계속 수행해야 하므로 게임서버의 효율이 상당히 떨어지게 된다. 이를 해결하기 위하여 본 논문에서는 Map 밸런스 서버를 이용하여 사용자 처리를 위한 부하를 비교적 균등화 시킬 수 있는 Map 관리 방법을 제안 하였다. 제안한 모델 하에서는 사용자가 활동하지 않는 게임 내 공간 처리를 일시 중지시키는 방법으로 게임 서버의 부하를 감소시킬 수 있으며, 서버 간 처리하는 배경을 새로 할당하여 부하를 재분배함으로써 서버들의 효율을 극대화할 수 있다.
Generally, In distributed online game server system, game maps are processed separately by means of dividing into several unit blocks. But the keeping normal distribution of user in game map is very difficult because preferences of game users are not same according to individual user`s private character. For this reason, if the huge number of users concentrate on particular region of same game map at once, the game server exceed their threshold so that the system can be getting down. Conversely, the efficiency of system goes down considerably because the game server must perform map processing continuously even under user_empty situation. To solve this problem, in this paper, we propose a Map management method to control relatively normal distribution of users in game maps using Map Balance Server. In suggested model, we can reduce the load of game servers by means of turn off the game map processing temporary when a server is under user_empty situation. we also can maximize server performance by means of redistribution of map processing load among servers.
Game server technology is readily available for the creation of massive multiplayer online games such as World of Warcraft or Second Life. This game server technology provides services to ...authenticate users, load balance clients, share information across multiple servers, handle artificial intelligence services, and so on. By harnessing this collaborative software and integrating its capabilities with multi-user collaborative tools, a better real-time experience can be achieved than that provided by current collaborative tools, because of two significant factors that current multi-user tools cannot provide: scalability and low bandwidth consumption. This article presents a multi-user game server technology that was integrated with a real-time multi-user computer aided application (CAx) tool called NX Connect, to demonstrate how the game server technology can increase the capabilities of current multi-user software through these two capabilities.
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Research has indicated that the appeal of massively multiplayer online (MMO) games lies in ownership and socialization. Strategies such as reducing the operation fees and ensuring credible game ...operations enhance player loyalty. Incidents such as the 2016 New Year's Gacha event controversy highlight the need for transparency in MMO games, which can be provided through verifiable transactions and ownership offered by blockchain and non-fungible tokens. This paper suggests the decentralization of game servers using blockchain to ensure credible data. It also emphasizes the need for practical testing of stability, security, and other important factors before the widespread implementation of MMO games.
We present a large-scale pervasive game called Manhattan Story Mashup that combines the Web, camera phones, and a large public display. The game introduces a new form of interactive storytelling ...which lets an unlimited number of players author stories in the Web while a large number of players illustrate the stories with camera phones. This paper presents the first deployment of the game and a detailed analysis of its quantitative and qualitative results. We present details on the game implementation and game set up including practical lessons learnt about this large-scale experiment involving over 300 players in total. The analysis shows how the game succeeds in fostering players’ creativity by exploiting ambiguity and how the players were engaged in a fast-paced competition which resulted in 115 stories and 3142 photos in 1.5 hours.
Multiplayer, real-time games have become a huge commercial service. Because of this success, the need exists for a more efficient and reliable game server solution. Such games are a kind of soft ...real-time systems because a game server has to respond to requests from many clients, compute the action of a non-player character (NPC), and filter the data from each client within specified time constraints. Some client and server tasks are periodic and some are not. To meet these timing constraints, we propose a task scheduling policy. Our solution includes two approaches: (1) the STU segment queue approach to convert sporadic events from game clients into serialized periodic event groups; and (2) the spatial domain approach to reduce queuing delay caused by the network outgoing event queue. To implement our solution on the JAVA framework with the non-real-time JAVA virtual machine, we propose a new client/server architecture for a scalable game server that in addition, will reduce the frequency of garbage collection by reusing server resources.
In this paper we present a methodology for the semantic enrichment of trajectories. The objective of this process is to provide a semantic interpretation of a trajectory in term of behaviour. This ...has been achieved by enhancing raw trajectories with semantic information about moves and stops and by exploiting some domain knowledge encoded in an ontology. Furthermore, the reasoning mechanisms provided by the OWL ontology formalism have been exploited to accomplish a further semantic enrichment step that puts together the different levels of knowledge of the domain. A final example application shows the added power of the enrichment process in characterizing people behaviour.