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Donnybrook: enabling large-scale, high-speed, peer-to-peer games

Published:17 August 2008Publication History

ABSTRACT

Without well-provisioned dedicated servers, modern fast-paced action games limit the number of players who can interact simultaneously to 16-32. This is because interacting players must frequently exchange state updates, and high player counts would exceed the bandwidth available to participating machines. In this paper, we describe Donnybrook, a system that enables epic-scale battles without dedicated server resources, even in a fast-paced game with tight latency bounds. It achieves this scalability through two novel components. First, it reduces bandwidth demand by estimating what players are paying attention to, thereby enabling it to reduce the frequency of sending less important state updates. Second, it overcomes resource and interest heterogeneity by disseminating updates via a multicast system designed for the special requirements of games: that they have multiple sources, are latency-sensitive, and have frequent group membership changes. We present user study results using a prototype implementation based on Quake III that show our approach provides a desirable user experience. We also present simulation results that demonstrate Donnybrook's efficacy in enabling battles of up to 900 players.

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      • Published in

        cover image ACM Conferences
        SIGCOMM '08: Proceedings of the ACM SIGCOMM 2008 conference on Data communication
        August 2008
        452 pages
        ISBN:9781605581750
        DOI:10.1145/1402958
        • cover image ACM SIGCOMM Computer Communication Review
          ACM SIGCOMM Computer Communication Review  Volume 38, Issue 4
          October 2008
          436 pages
          ISSN:0146-4833
          DOI:10.1145/1402946
          Issue’s Table of Contents

        Copyright © 2008 ACM

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        Publication History

        • Published: 17 August 2008

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