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Implementation of a Peer-to-Peer Multiplayer Game with ... - DVS

Implementation of a Peer-to-Peer Multiplayer Game with ... - DVS

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New game features and improvements <strong>of</strong> the game mechanics do <strong>of</strong> course have an effect on thenetwork engine requirements. Especially new features like an object model introduce completely newchallenges for peer-<strong>to</strong>-peer network engines. pSense only manages the players’ avatars but does nothandle other types <strong>of</strong> game objects. General-purpose overlays (DHTs or unstructured systems like BubbleS<strong>to</strong>rm)appear <strong>to</strong> be an appropriate base for distributed game object management, as shown byseveral approaches dealing <strong>with</strong> that <strong>to</strong>pic (see section 2.3). These overlays may not only provide objectmanagement capabilities but may also serve as a backup infrastructure for the network maintenance incases where the primary low-latency overlay fails.Of course, since the goal is <strong>to</strong> compare different approaches particularly <strong>of</strong> peer-<strong>to</strong>-peer systems forgames, there is task <strong>of</strong> implementing further <strong>of</strong> these approaches. Some alternatives have already beenpublished, but <strong>with</strong> the experience gained from the Planet π4 implementation it is likely that new approachescan be developed. And even the existing implementation <strong>of</strong> pSense may be further improved,e.g., by extending the sensor node mechanism <strong>to</strong> the 3D space, possibly applying the suggested schemebased on pla<strong>to</strong>nic solids.For the purpose <strong>of</strong> simulation particularly <strong>of</strong> large systems, it is desirable <strong>to</strong> optimize the game furtherfor low resource usage in simulation mode. The omission <strong>of</strong> texture loading already saves a significantamount <strong>of</strong> memory. But still, the whole Irrlicht engine is working even if no visual output is rendered.Being an integral part <strong>of</strong> the game mechanics, the Irrlicht engine cannot be simply removed. But theremay be solutions making a better trade<strong>of</strong>f between the required infrastructure and resource consumptionin simulation mode. The simula<strong>to</strong>r itself should also be further improved <strong>to</strong> support more scenarios andfurther logging and tracing capabilities for a more detailed analysis. But that is an extra <strong>to</strong>pic and notdiscussed here in more detail.An important <strong>to</strong>ol that should be developed for evaluation purposes is a mechanism for measuringpro<strong>to</strong>col quality. Abstractly, the pro<strong>to</strong>col quality is a measure for the differences in the game worldstates on different participating nodes. The most important source <strong>of</strong> (temporary) discrepancies <strong>of</strong>game state between nodes are the network latencies. The challenge while measuring the discrepanciesin a distributed system is the fact that the communication channels used for synchronization <strong>of</strong> themeasurements are affected by the same latencies. The whole situation is much easier when the systemis run in a simula<strong>to</strong>r; there may be simply a global component collecting all necessary information fromthe simulated nodes. But the simulation runs have <strong>to</strong> be validated by real-world experiments, thus adistributed mechanism for measuring pro<strong>to</strong>col quality in real networks would be a highly valuable <strong>to</strong>ol.Finally, distributing the game in a large scale and letting several thousands <strong>of</strong> players play over theinternet, possibly gathering information about the pro<strong>to</strong>col quality and player experiences, will greatlyexpand the knowledge about peer-<strong>to</strong>-peer massively multiplayer gaming.6 Conclusion 85

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