Download presentation
Presentation is loading. Please wait.
Published byMadlyn Fletcher Modified over 9 years ago
1
A Grid-enabled Multi-server Network Game Architecture Tianqi Wang, Cho-Li Wang, Francis C.M.Lau Department of Computer Science and Information Systems The University of Hong Kong, Pokfulam Road, Hong Kong, China {tqwang, clwang, fcmlau} @csis.hku.hk
2
Outline Motivation Our approach Experiments Experiments and evaluations Conclusion
3
Characteristics of a Multi-player Network Game System A kind of DVE system: Distributed users Real time interactions A sense of realism An ideal MNG system has intensive requirements on both the computing power and network bandwidth.
4
P2P Architecture Bandwidth consumption -> IP-multicast ; Weak peer So such systems either limit the complexity of the world or restrict the total number of users. Examples: MiMaze MS AOE P2P: each user maintains its own copy of the virtual world.
5
CMS Architecture Server: Process command packets from the clients Synchronized execution Calculate the world states Area of Interest (AOI) management Client: Dead reckoning and rendering complex world widely accessible Advantage: complex world widely accessible dynamic load sharing Challenge: dynamic load sharing CMS: several servers do most of the computation intensive jobs.
6
Problems of Existing Approaches Ring A virtual environment system by bell lab Static partition Cyber-walk A distributed web walk through system Partition is adjustable MS Asheron’s call Similar approach Problems: Several hotspots -> cascading effect Not cost-effective ->servers can no come and go
7
Grid Computing Scientific computing area: Resources sharing and collaborations among organizations Dynamic service deployment, discovery and creation Several gird projects: TeraGrid, European data grid, DOE science grid Support large-scale scientific experiments and analysis Butterfly grid: Easy to use commercial computing grid environment for developers High-performance networked servers for the publishers
8
Our Approach Propose gamelet concept: An execution abstraction within the partitioned virtual world High mobility for supporting dynamic load sharing Propose a multi-server architecture based on grid technology: Dynamic computing power aggregation Transparent load sharing
9
Gamelet Concept Definition: Execution abstraction Logic partition Structure: Characteristics: Load awareness Remote control Embedded Synchronization Gamelet { Data Component: Processing Component: } Fig. Gamelet Structure World Contents Performance Parameters Computation Part Control Part
10
Multi-server Model Layered design: Monitor Server Worker Server Communicator Server Message route: … … … Fig. Multi-server Model : Worker Server : Client Network Connection : Monitor : Communicator Monitor Layer Gamelet Layer Communicator Layer LAN 1LAN 2
11
System Architecture Based on GT3 Core services Base services Gamelet services Interface Invocation Migration procedure: GSHs registry Cooperate with communicator TCP SOAP SOAP Network SOAP SOAP Naming / Service Data /Life Cycle Management GSI GRAM Gamelet Factory Service Gamelet Service Monitor Fig. Gamelet-based multi-server architecture. Grid Service Container Index Service Naming / Service Data / Life Cycle Management Gamelet Factory Service GSI Grid Service Container Index Service GRAM Gamelet Service
12
Prototype Design and Implementation Simulate large-scale MNG systems: Communication protocol World size: 100*100*20 AOI: 10 Client simulator Random movement (1/100ms) Data packets (32 B/173 B) Performance parameters Lost rate (up to 50%) Response time: RT*(1-LostRate) + (RT+TI)* LostRate Fig. AOI management AOI i j Fig. Gamelet partition
13
Testing Environment Gamelet & monitor : GT3.0.1 Linux kernel 2.4.2, P3 733MHz CPU 256M RAM, 100Mbps Ethernet Client simulator & communicator Win2000 professional, P4 2.2GHz CPU 512M RAM, 100Mbps Ethernet J2SE 1.4.2
14
Evaluation 1 Scheme one (no partition) Scheme two (3 gamelets; statically in one server) Analysis: CPU graph Threshold Network load is: 1.9Mbps (96 clients) Fig. Performance evaluation 1. 032 1664 48 96 300 100 200 RT (ms) 400 0 32 16 64 48 96 75 25 50 Lost Rate (%) 100 0 32 16 64 48 96 75 25 50 CPU (%) 100 : Scheme 1 : Scheme 2 Clients Number
15
Evaluation 2 Scheme one (no partition) Scheme three (dynamic + two servers at most) Analysis: Migration point (55) + Load balancing strategy Migration influence Gamelet creation time: 430ms ~ a few seconds Clients Number 0 32 16 N Nu m be r 64 48 96 300 100 200 RT (ms) 400 0 32 16 64 48 96 75 25 50 Lost Rate (%) 100 0 32 16 64 48 96 75 25 50 CPU (%) 100 Fig. Performance evaluation 2. : Scheme 1 : Scheme 3 128 128 Clients Number Clients Number 128 : Server 2 of Scheme 3 : Server 1 of Scheme 3
16
Evaluation 3 Scheme one (no partition) Scheme three (dynamic + three servers at most) Analysis: Migration points System throughput (64 ->130) Dynamic + cost effective Clients Number 0 32 64 48 96 300 100 200 RT (ms) 400 0 32 160 64 48 96 75 25 50 Lost Rate (%) 100 0 32 160 64 48 96 90 80 CPU (%) 100 Fig. Performance evaluation 3. 128 Clients Number 128 : Server 1 of Scheme 3 : Server 2 of Scheme 3 : Server 3 of Scheme 3 160 70
17
New Data Using 16 Gamelets Analysis: One communicator can support at most about 800- 900 clients. 16 gamelets can at most support about 1000 clients under our approach. (v.s. about 90 for one scheme one) Client #Communicator LR. CPU RTLost Rate Average Gamelet CPU 6001%. 89%9724%55% 8009%. 96%14837%61% 100032%. 100%20865%95% 120047%. 100%28475%100% 140057%. 100%35185%100%
18
Summary Propose a multi-server architecture based on a gamelet concept and grid technology. More dynamic and cost-effective MNGs. Prove the effectiveness by detailed experiments of a 3D multi-player game prototype. : Future works: Study the workload pattern of large scale distributed-virtual-environment systems. Adaptive global load balancing algorithm for gamelets migration.
19
Thanks and Thanks and Any questions ? Any questions ?
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.