Dealing with Heterogeneity for Mapping MMOFPS in Distributed Systems

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6586)


In this paper, we present a distributed heterogeneous system called OnDeGaS (On Demand Game Service), that fits the scalability and latency requirements of MMOFPS networked games. To exploit platform capabilities efficiently, the OnDeGaS system performs a mapping mechanism that assigns the game sessions of a MMOFPS, taking advantage of the specific available computational resources of individual nodes. We show through simulation that this mapping mechanism is able to deal with different heterogeneity conditions in the distributed area. It allows the system to grow at any moment according to the existing demand, while latency values are maintained under the acceptable threshold permitted in MMOFPS games.


Game Session Game Service System Overload Master Server Free Core 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


  1. 1.
    Barri, I., Giné, F., Roig, C.: A Scalable Hybrid P2P System for MMOFPS. Parallel, Distributed, and Network-Based Processing. In: Euromicro Conference (2010)Google Scholar
  2. 2.
    Bauer, D., Rooney, S., Scotton, P.: Network Infrastructure for Massively Distributed Games. In: NetGames (2002)Google Scholar
  3. 3.
    Bharambe, A., Douceur, J., Lorch, J.R., Moscibroda, T., Pang, J., Seshan, S., Zhuang, X.: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games. In: SIGCOMM (2008)Google Scholar
  4. 4.
    Eugene, T.S., Zhang, H.: Predicting Internet Network Distance with Coordinates-Based Approaches. In: INFOCOM (2001)Google Scholar
  5. 5.
    Huang, G., Ye, M., Cheng, L.: Modeling System Performance in MMORPG. In: Global Telecommunications Conference Workshops (2004)Google Scholar
  6. 6.
    Keller, J., Simon, G.: Solipsis: A Massively Multi-Participant Virtual World. In: PDPTA (2003)Google Scholar
  7. 7.
    Knutsson, B., Lu, H., Xu, W., Hopkins, B.: Peer-to-Peer Support for Massively Multiplayer Games. In: INFOCOM (2004)Google Scholar
  8. 8.
    Liu, H.I., Lo, Y.T.: Dacap-A Distributed Anti-Cheating P2P Architecture for Massive Multiplayer On-line Role Playing Game. In: CCGRID (2008)Google Scholar
  9. 9.
    Nae, V., Iosup, A., Prodan, R.: Dynamic Resource Provisioning in Massively Multiplayer Online Games. IEEE Transactions on Parallel and Distributed Systems (2010)Google Scholar
  10. 10.
    IBM Developers Works: Charming Python: SimPy Simplifies Complex Models (Simulate Discrete Simultaneous Events for Fun and Profit) (2002)Google Scholar
  11. 11.
    Ye, M., Cheng, L.: System-Performance Modeling for Massively Multiplayer Online Role-Playing Games. IBM Syst. J. (2006)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  1. 1.Computer Science DepartmentUniversity of LleidaSpain

Personalised recommendations