The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control

Current Massively Multi-player Online Games (MMOGs) have enormous server-side bandwidth requirements. The costs of providing this bandwidth is in turn passed on to the consumer in the form of high monthly subscription fees. Prior work has primarily focused on distributing this bandwidth using peer-t...

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Bibliographic Details
Main Author: Jardine, Jared L.
Format: Others
Published: BYU ScholarsArchive 2008
Subjects:
Online Access:https://scholarsarchive.byu.edu/etd/1559
https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=2558&context=etd
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spelling ndltd-BGMYU2-oai-scholarsarchive.byu.edu-etd-25582019-05-16T03:32:31Z The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control Jardine, Jared L. Current Massively Multi-player Online Games (MMOGs) have enormous server-side bandwidth requirements. The costs of providing this bandwidth is in turn passed on to the consumer in the form of high monthly subscription fees. Prior work has primarily focused on distributing this bandwidth using peer-to-peer architectures, but these architectures have difficulty preventing cheating, overwhelming low resource peers, and maintaining consistent game state. We have developed a hybrid game architecture that combines client-server and peer-to-peer technologies to prevent cheating, maintain centralized and consistent game state, significantly reduce central server bandwidth, and prevent lower capacity players from being overwhelmed. By dramatically reducing the bandwidth needed to host a game without introducing additional liabilities, our hybrid architecture reduces the costs associated with that bandwidth and allows MMOG developers to reduce the cost of monthly subscription fees. In addition, because the central server will need less bandwidth per player, a single server is able to support considerably more concurrent players. Our experiments show that bandwidth can be reduced by up to 95% and a single server can support a game twice as large. 2008-11-14T08:00:00Z text application/pdf https://scholarsarchive.byu.edu/etd/1559 https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=2558&context=etd http://lib.byu.edu/about/copyright/ All Theses and Dissertations BYU ScholarsArchive MMOGs game architecture peer-to-peer client-server hybrid game architecture reduced bandwidth Computer Sciences
collection NDLTD
format Others
sources NDLTD
topic MMOGs
game architecture
peer-to-peer
client-server
hybrid game architecture
reduced bandwidth
Computer Sciences
spellingShingle MMOGs
game architecture
peer-to-peer
client-server
hybrid game architecture
reduced bandwidth
Computer Sciences
Jardine, Jared L.
The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control
description Current Massively Multi-player Online Games (MMOGs) have enormous server-side bandwidth requirements. The costs of providing this bandwidth is in turn passed on to the consumer in the form of high monthly subscription fees. Prior work has primarily focused on distributing this bandwidth using peer-to-peer architectures, but these architectures have difficulty preventing cheating, overwhelming low resource peers, and maintaining consistent game state. We have developed a hybrid game architecture that combines client-server and peer-to-peer technologies to prevent cheating, maintain centralized and consistent game state, significantly reduce central server bandwidth, and prevent lower capacity players from being overwhelmed. By dramatically reducing the bandwidth needed to host a game without introducing additional liabilities, our hybrid architecture reduces the costs associated with that bandwidth and allows MMOG developers to reduce the cost of monthly subscription fees. In addition, because the central server will need less bandwidth per player, a single server is able to support considerably more concurrent players. Our experiments show that bandwidth can be reduced by up to 95% and a single server can support a game twice as large.
author Jardine, Jared L.
author_facet Jardine, Jared L.
author_sort Jardine, Jared L.
title The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control
title_short The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control
title_full The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control
title_fullStr The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control
title_full_unstemmed The Hybrid Game Architecture: Distributing Bandwidth for MMOGs While Maintaining Central Control
title_sort hybrid game architecture: distributing bandwidth for mmogs while maintaining central control
publisher BYU ScholarsArchive
publishDate 2008
url https://scholarsarchive.byu.edu/etd/1559
https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=2558&context=etd
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