HYDRA: A PEER-TO-PEER ARCHITECTURE FOR MASSIVELY-MULTIPLAYER ONLINE GAMES

 

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Prototype Games

We are currently in the process of developing prototype games to study the following preliminary issues:

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Timing Models & Distributed Synchronization

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Application User Interface (API) & Programming Model

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Application Layer Framework Network Library

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Maintenance of State Consistency/Repair Under Network Churn

We have implemented prototypes for the Hydra framework in both C++ and Java and we are currently working with NAT-related issues. For the Java version, we are currently evaluating and tuning it with two games, Tankie and Squad 101.

 

Tankie

Tankie is a simple “capture the flag” game where players control tanks with the goal of collecting a flag and bringing it back to a home base. In addition, there are some obstacles in the game world that can be destroyed and tanks can also destroy other tanks.

Squad 101

Squad 101, a procedurally-generated multiplayer real-time strategy (RTS) game, where each player controls a small squad of soldiers, in a virtual landscape, that fights other factions for territory and resources. The game was implemented in Java using the Irrlicht 3D Engine [10]. In Squad 101, the game world is divided into sectors. Each faction in the game may build structures in a sector and use it as a launching area for attacks on other enemy sectors. Under the Hydra architecture, each sector is implemented as a slice that may be hosted on different nodes.

Future Work

The following are some problems that we might attempt to address at the later stages of the project:

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Network/Performance Measurements

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Programming Model for Automatic Division of Game Management

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Load Balancing & Resource Management

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Application-Level Multicast

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Persistent Game State for RPGs

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Cheering & Spectators for Online Games

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Cheat Prevention in P2P Games

We expect to find other new and interesting problems related to the development and deployment of peer-to-peer online games.

 

$Date: 2008/01/01 06:35:12 $