Multimedia Tools and Applications

, Volume 23, Issue 1, pp 7–30

An Efficient Synchronization Mechanism for Mirrored Game Architectures

  • Eric Cronin
  • Anthony R. Kurc
  • Burton Filstrup
  • Sugih Jamin
Article

DOI: 10.1023/B:MTAP.0000026839.31028.9f

Cite this article as:
Cronin, E., Kurc, A.R., Filstrup, B. et al. Multimedia Tools and Applications (2004) 23: 7. doi:10.1023/B:MTAP.0000026839.31028.9f

Abstract

Existing online multiplayer games typically use a client-server model, which introduces added latency as well as a single bottleneck and single point of failure to the game. Distributed multiplayer games minimize latency and remove the bottleneck, but require special synchronization mechanisms to provide a consistent game for all players. Current synchronization methods have been borrowed from distributed military simulations and are not optimized for the requirements of fast-paced multiplayer games. In this paper we present a new synchronization mechanism, trailing state synchronization (TSS), which is designed around the requirements of distributed first-person shooter games.

We look at TSS in the environment of a mirrored game architecture, which is a hybrid between traditional centralized architectures and the more scalable peer-to-peer architectures. Mirrored architectures allow for improved performance compared to client-server architectures while at the same time allowing for a greater degree of centralized administration than peer-to-peer architectures.

We evaluate the performance of TSS and other synchronization methods through simulation and examine heuristics for selecting the synchronization delays needed for TSS.

consistencygame platformssystem architectures

Copyright information

© Kluwer Academic Publishers 2004

Authors and Affiliations

  • Eric Cronin
    • 1
  • Anthony R. Kurc
    • 1
  • Burton Filstrup
    • 1
  • Sugih Jamin
    • 1
  1. 1.Electrical Engineering and Computer Science DepartmentUniversity of MichiganUSA