Abstract
Building a distributed middleware infrastructure that provides the low latency required for massively multiplayer games while still maintaining consistency is non-trivial. Previous attempts have used static partitioning or client-based peer-to-peer techniques that do not scale well to a large number of players, perform poorly under dynamic workloads or hotspots, and impose significant programming burdens on game developers. We show that it is possible to build a scalable distributed system, called Matrix, that is easily usable by game developers. We show experimentally that Matrix provides good performance, especially when hotspots occur.
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Balan, R.K., Ebling, M., Castro, P., Misra, A. (2005). Matrix: Adaptive Middleware for Distributed Multiplayer Games. In: Alonso, G. (eds) Middleware 2005. Middleware 2005. Lecture Notes in Computer Science, vol 3790. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11587552_20
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DOI: https://doi.org/10.1007/11587552_20
Publisher Name: Springer, Berlin, Heidelberg
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