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.

consistency game platforms system 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

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