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...
Main Author: | |
---|---|
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 |
id |
ndltd-BGMYU2-oai-scholarsarchive.byu.edu-etd-2558 |
---|---|
record_format |
oai_dc |
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 |
work_keys_str_mv |
AT jardinejaredl thehybridgamearchitecturedistributingbandwidthformmogswhilemaintainingcentralcontrol AT jardinejaredl hybridgamearchitecturedistributingbandwidthformmogswhilemaintainingcentralcontrol |
_version_ |
1719186702235336704 |