7 Countermeasures for Time-Cheat Detection in Multiplayer Online Games 169be accomplished based on estimations of network latencies and by exploiting theinformation contained within tran
Trang 17 Countermeasures for Time-Cheat Detection in Multiplayer Online Games 169
be accomplished based on estimations of network latencies and by exploiting theinformation contained within transmitted messages [17,18]
The scheme is called Algorithm for Cheating Detection by Cheating (AC/DC)
[16, 17] To briefly outline the idea behind the scheme, AC/DC consists on theexploitation of a counterattack to be performed against a suspected node, in order toverify if such a peer can be recognized as a cheater
More specifically, at a given time only one peer is enabled to perform the
coun-terattack We call such peer the leader peer pl Of course, mechanisms should beenabled to make sure that eventually a node chosen as a leader is not a cheater.Hence, such role should be passed among peers, as discussed more in detail in thefollowing
Once the leader pl wants to control a suspected node, pl increases the mission latency of events generated at pl for pi pl starts the counterattack bycontinuously computing a measure of the average latency from pito pl Such mea-sure is obtained by taking into account values of •i l
trans-ekifor events coming from pi,
and driftliis the drift between physical clocks of the two peers Such values •i l
ekican be averaged (or manipulated through a low-pass filter to smooth the variablebehaviour of latencies [20,22,25,28]) so as to have a value of the latency from thesuspected node to the leader
The counterattack that pl exploits against pi consists in the delay of the mission of each novel event el generated by pl towards pi Such transmission isdelayed for an amount of time œ Concurrently, new latency values •il
trans-
ekiare col-lected at pl, for a given time interval These measurements are averaged to obtain
a novel estimation of the average latency from pi to pl The new measure •il iscompared with the old value •i l to understand if a statistically significant differenceamong the two values exists In particular, when •il is significantly larger than •il,then the hypothesis that the two measured values are equal must be rejected andhence pl suspects pi as a cheater Conversely, the value of œ is progressively in-creased and the cheating counterattack mentioned above is iteratively repeated until
an upper bound value equal to for •il+ œ is exceeded, where
UB C TlW .s/ C maxfgap il; pj 2 …lg: (9)
If such upper bound is reached while a significant difference between •i l and
•i l has not been noticed, then picannot be considered as a cheater
The use of such a bound on the increment of œ is due to several reasons The
need to reach UB is due to guarantee that eventually plis the peer with the higher(cheated) transmission latency to reach pi i.e •liC œ > UB •ji, 8 pj 2 …i;l.Moreover, cases may arise where some game events ej, subsequent to el but
Trang 21 p i = peer to control
2 assume δδli = δil /*assumption of symmetry*/
3 λ = init value /*init value > 0*/
4 while ((δli + λ ≤ Δ) ^ (p i is not suspected))
6 observe δil* of received game events
7 if (δil* significantly larger than δil)
eikwith simula-tion times higher than el but within a time interval of range s The third term
max˚
gapj l; pj 2 …i l
, instead, accounts for those peers pj with gapj l > 0 Put
in other words, it may happen that pland pj generate event s with same simulationtimes at different real times and pj reaches such simulation times after pl Based
on this consideration, the progressive increment of œ, bounded as mentioned above,
is meant to guarantee that eventually no event in W eik/ is received by pi later than
el Thus, when the considered peer pi is a cheater, performing a look-ahead cheat,
piwill eventually stop to wait for game events generated by pl
The algorithm related to the scheme described above is reported in Figure8 Suchalgorithm is performed at the leader peer
As mentioned in the pseudo-code, the leader must assume that network latenciesbetween itself and the suspected node are symmetric (i.e., •li D •i l) Needless
to say, to account for a delay jitter that usually occurs in best-effort networks, aproperly tuned number of measurements is needed in order to obtain an accuratevalue of •i l Moreover, the increment of œ, mentioned with a call of a hypothetical
function increase() should be implemented using, for instance, a constant increment
of œ or some kind of linear growth Of course, the use of a progressive increment ofthe value of œ allows a smoother and less intrusive counterattack, since the leadercould be able to identify a cheater even before reaching the upper bound for œ [16]
A point worth of mention is that different methods can be devised to suspect
a peer for cheating Probably, a good approach could be to exploit come heuristicsbased on the combination of diverse factors such that, for instance, i) the degradation
of latencies between pl and pi, ii) the observation that other peers in the samegeographical area of pihave latencies smaller than pi, iii) a player that always winsand hence, he is very skilled or he is cheating
An important assumption is the independence of the generation of game events
by a honest peer with those at other peers In other words, even if certain gameevents, generated by some peer, will certainly influence the semantics of subse-quent game events generated by others (by definition of interactivity in MOGs),
in general, the pace of event generation at a given player is mainly influenced by
Trang 37 Countermeasures for Time-Cheat Detection in Multiplayer Online Games 171autonomous decisions From a communication point of view, this means that a hon-est player generates its own events mostly regardless of the amount, rate and latency
of the messages he/she receives This assumption is supported by the typical use oftechniques such as dead reckoning and/or optimistic synchronization, exploited tohide latencies on notifications and local losses of availability on updated informa-tion, which provide players with the possibility of independently advance the game[8,19]
As mentioned, the role of leader should be carefully assigned and managedamong peers First of all, only one leader must be present at a time in the P2Psystem In fact, suppose two peers concurrently elect themselves as leaders, andsuppose they decide to control each other In this case, both peers will delay trans-mission of game events towards the other one Thus, both peers may erroneouslysuspect each other Moreover, each peer should become leader only for a limitedamount of time, then another node should be elected To do this, a token-basedscheme should be utilized to determine which is the leader at a given time, i.e everytime a process receives the token, it becomes the leader A time deadline is set sothat each peer is forced to eventually release the token Thus, after such time dead-line the leader could randomly select another peer to be the next leader, pass thetoken to it and reveal itself to all others This way, other peers know that a leader asdone its job and that it passed the token to another host However, also in this case,additional mechanisms should be employed in order to guarantee that eventually allpeers become leaders, in order to diminish the probability that cheaters collude and,once gained the token, they pass that token only among themselves, thus preventinghonest peers to detect cheaters
Upon identification of a cheater pi, the leader could pass the token to another,randomly selected peer (not pi, of course), informing it of its p0is suspicion Then,the novel peer will in turn control pi Once a majority of peers suspects pi, thensuch peer can be considered as a cheater This solution enables agreement amonghonest peers (on cheaters detection) Moreover, such a cooperative approach makesharder for the cheater to detect if some other node is monitoring his behavior Thus,
it results more difficult for the cheater to dynamically switch off its cheat as soon as
he detects he is being examined
Just to provide the reader with an idea of the efficacy of a detection scheme tocope with time cheats in a P2P scenario, we report in Figure9 the percentage ofcheaters identified based on the use of AC/DC In particular, results were based on asimulation performed to mimic a P2P fully connected gaming architecture built over
a best effort, reliable network Based on the literature [3,13,16,19], transmissionlatencies were based on a lognormal distribution, whose average network latencywas set to 100 msec We varied the value of the delay jitter between 10 and 100 msec,since this parameter may affect the efficacy of our detection schemes
Starting with an initial estimation of the average latency to reach the controlledpeer, the leader was in charge to assess whether, during the counterattack, the newlymeasured average delay (from the cheater to the leader) grew significantly It isclear that this initial estimation plays an important role in AC/DC Indeed, during thegame evolution, measured latencies from the cheater to the leader are affected by the
Trang 4Look-Ahead Detection with AC/DC
Fig 9 Look-Ahead Detection Through AC/DC
look-ahead cheat Thus, if the cheater alters its initialization protocol (where the firstestimation of the average latency is measured), the leader may start the counterattackwith a delay measure which is higher than the real one [16] To evaluate the impact
of this possible fallacy, we simulated different scenarios with very diverse initialestimations of the average latency from the leader to the peer Here, we report onthe adverse case where the leader starts the counterattack with a false estimation
of the average latency, equal to 2•li, i.e the round trip time from the leader to thecheater Needless to say, with lower values of the initial estimation, it was easierfor our scheme to detect cheaters The value of œ was initialized to 10 msec and letgrow till reaching (if needed) the upper bound Each curve refers to a differentchoice of
For each scenario, 30 different simulations have been run During each tion, measurements for different message transmissions were employed to make
simula-a stsimula-atisticsimula-al test Among the possible choices on the stsimula-atisticsimula-al tests to be ployed, due to our interest for measuring average delays and due to the need forviable choices, easily executable on different peers, we decided to employ a classicone-sided t-test ’ D 0:05/ For each test, the number of measurements was set to
em-40 game events
As shown in the Figure, while AC/DC detected all cheaters in most of the sidered scenarios (all the scenarios when was set greater than 300 msec), somepercentage of false negatives (i.e., cheaters not detected) was obtained when highjitters and relatively low upper bounds were set However, these results suggest that
con-it suffices to augment the upper bound to detect those cheaters
It is important to notice that no false positives were obtained through AC/DC,even with very high values of the delay jitter (e.g., std.dev set equal to 100 msec)
In other words, no honest peers were erroneously identified as cheaters
Trang 57 Countermeasures for Time-Cheat Detection in Multiplayer Online Games 173
Conclusions and Future Directions
Several malicious mechanisms can be devised to take unfair advantages in tiplayer online games, by exploiting the inadequacies of best-effort networks Wepresented here a discussion on time cheats, i.e those cheats that consist in assigningfaked timestamps to game events Prevention and detection schemes for cheatingavoidance have been also outlined, together with some countermeasures to copewith the specific look-ahead time cheat
mul-The main open question is when it should be wiser to employ a detection, ratherthan a prevention scheme Certainly, detection schemes should be taken into consid-eration when the considered multiplayer game is a fast-paced one, since cases existwhen game communication protocols, embodying a cheating prevention scheme,fail to provide that level of responsiveness, which is required to ensure compellinggaming experiences to distributed players
References
1 Baughman, N.E, Levine, B.N., Cheat-proof Playout for Centralized and Distributed Online
Games, in Proc of INFOCOM 2001, Anchorage (USA), IEEE, April 2001, 104-113.
2 Baughman, N E., Liberatore, M., and Levine, B N 2007 Cheat-proof playout for centralized
and peer-to-peer gaming IEEE/ACM Trans Netw 15, 1 (Feb 2007), 1-13.
3 Borella, M.S., Source models for network game traffic, Computer Communications,
23(4):403-410, February 2000.
4 Cecin, F.R., Real, R., de Oliveira Jannone, R., Resin Geyer, C.F., Martins, M.G., Victoria bosa, J.L., FreeMMG: A Scalable and Cheat-Resistant Distribution Model for Internet Games,
Bar-in Proc of International Symposium on Distributed Simulation and Real-Time Applications,
Budapest (Hungary), IEEE, October 2004, 83-90.
5 Chambers, C., Feng, W., Feng, W., and Saha, D 2005 Mitigating information exposure to
cheaters in real-time strategy games In Proceedings of the international Workshop on Network and Operating Systems Support For Digital Audio and Video (Stevenson, Washington, USA,
June 13 - 14, 2005) NOSSDAV ’05 ACM, New York, NY, 7-12.
6 Cristian, F., Probabilistic clock synchronization, Distributed Computing, 3(3):146-158, 1989.
7 Cristian, F., Fetzer, C., The Timed Asynchronous Distributed System Model, IEEE tions on Parallel and Distributed Systems, 10(6):642-657, 1999.
Transac-8 Cronin, E., Filstrup, B., Jamin, S., Kurc, A.R., An efficient synchronization mechanism for
mirrored game architectures, Multimedia Tools and Applications, 23(1):7-30, May 2004.
9 Cronin, E., Filstrup, B., Jamin, S., Cheat-proofing dead reckoned multiplayer games, in
Proc of 2nd International Conference on Application and Development of Computer Games,
January 2003.
10 Drummond, R., Babaoglu, O., Low-cost clock synchronization, Distributed Computing,
6(3):193-203, 1993.
11 GauthierDickey, C., Zappala, D., Lo, V., and Marr, J 2004 Low latency and cheat-proof
event ordering for peer-to-peer games In Proceedings of the 14th international Workshop on Network and Operating Systems Support For Digital Audio and Video (Cork, Ireland, June
16 - 18, 2004) NOSSDAV ’04 ACM, New York, NY, 134-139.
12 Gusella, R., Zatti, S., The accuracy of clock synchronization achieved by tempo in Berkeley
Unix 4.3BSD, IEEE Transactions of Software Engineering, 15(7):47-53, July 1989.
Trang 613 Farber, J., Network game traffic modeling, in Proc of the 1st Workshop on Network and system support for games, Braunschweig (Germany), ACM, April 2002, 53–57.
14 Ferretti, S., Interactivity Maintenance for Event Synchronization in Massive Multiplayer
On-line Games, Ph.D Thesis, Tech Rep UBLCS-2005-05, University of Bologna (Italy), March
2005.
15 Ferretti, S., A Synchronization Protocol For Supporting Peer-to-Peer Multiplayer Online
Games in Overlay Networks, in Proceedings of the 2nd International Conference on tributed Event-Based Systems (DEBS’08), ACM Press, Rome (Italy), July 2008.
Dis-16 Ferretti, S., Cheating Detection Through Game Time Modeling: A Better Way to Avoid Time
Cheats in P2P MOGs?, Multimedia Tools and Applications, Springer, Volume 37, Number 3,
May 2008, 339-363.
17 Ferretti, S., Roccetti, M., AC/DC: an Algorithm for Cheating Detection by Cheating, in ceedings of the ACM International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV 2006), Newport, Rhode Island (USA), ACM Press, May
Pro-2006, 136-141.
18 Ferretti, S., Roccetti, M., Game Time Modelling for Cheating Detection in P2P MOGs: a
Case Study with a Fast Rate Cheat, in Proceedings of the 5th ACM SIGCOMM Workshop
on Network & System Support for Games 2006 (NETGAMES 2006), Singapore, ACM Press,
October 2006.
19 Ferretti, S., Roccetti, M., Palazzi, C.E., An Optimistic Obsolescence-Based Approach To
Event Synchronization For Massive Multiplayer Online Games, International Journal of puters and Applications, ACTA Press, Vol 29, No 1, February 2007, 33-43.
Com-20 Fiedler, U., Bernhard Plattner: Using Latency Quantiles to Engineer QoS Guarantees forWeb
Services, in Proc of the 11th International Workshop on Quality of Service, (IWQoS 2003),
LNCS 2707, Springer, Berkeley, CA, USA, June 2003, 345-362.
21 Fujimoto, R., Parallel and Distribution Simulation Systems, John Wiley and Sons, Inc., 1999.
22 Gibbon, J.F., Little, T.D.C., The Use of Network Delay Estimation for Multimedia Data
Re-trieval, IEEE Journal on Selected Areas in Communications, IEEE, 14(7):1376-1387.
23 Henderson, T., Bhatti, S., Modeling user behaviour in networked games, in Proc of the 9th ACM International Conference on Multimedia (ACM Multimedia), Ottawa (Canada), October
2001, 212-220.
24 Lee, H., Kozlowski, E., Lenker, S., Jamin, S., Synchronization and Cheat-Proofing Protocol
for Real-Time Multiplayer Games, in Proc of the International Workshop on Entertainment Computing, Makuari (Japan), May 2002.
25 Liang, Y.J., Farber, N., Girod, B., Adaptive Playout Scheduling and Loss Concealment for
Voice Communication over IP Networks, IEEE Transactions on Multimedia, IEEE Signal
Pro-cessing Society Press, 5(4):532- 543, April 2001.
26 Mauve, M., Vogel, J., Hilt, V., Effelsberg, W., Local-lag and timewarp: Providing
consis-tency for replicated continuous applications, IEEE Transactions on Multimedia, 6(1):47-57,
February 2004.
27 Mills, D.L., Internet time synchronization: the Network Time Protocol, IEEE Transactions on Communications, 39(10):1482-1493, October 1991.
28 Palazzi, C.E., Ferretti, S., Cacciaguerra, S., Roccetti, M., Interactivity-Loss Avoidance in
Event Delivery Synchronization for Mirrored Game Architectures, IEEE Transactions on timedia, IEEE Signal Processing Society, Vol 8, No 4, August 2006, 874-879.
Trang 7Mul-Chapter 8
Zoning Issues and Area of Interest Management
in Massively Multiplayer Online Games
Dewan Tanvir Ahmed and Shervin Shirmohammadi
Introduction
Game is a way of entertainment, a means for excitement, fun and socialization.Online games have achieved popularity due to increasing broadband adoptionamong consumers Relatively cheap bandwidth Internet connections allow largenumber of players to play together Since the introduction of Network Virtual Envi-ronment (NVE) in 1980s for military simulation, many interesting applications havebeen evolved over the past few decades Massively multiplayer online (role-playing)game, MMOG or MMORPG, is a new genre of online games that has emerged withthe introduction of Ultima since 1997 It is a kind of online computer game with theparticipation of hundreds of thousands of players in a virtual world
Nowadays multiplayer online games are very popular An MMOG could have
millions of subscribers such as World of Warcraft, or Quest Interesting is that all
subscribers do not play with each other in the same space at the same time As aconsequence, the virtual world is divided into realms or kingdoms which are theclones of the original virtual world, each hosting several thousand registered play-ers Technically, the realms are geographically distributed across the world Thus,players from a particular region play together in the same realm To accommodatemillions of subscribers, gaming companies provide many realms across the world asneeded Realms are further divided into separate areas, also known as a zone Zonescan have different themes and different levels of difficulties holding inexperiencedplayers advancing into the next hard level
MMOGs are similar to generic massively multiuser simulations that have existed
for decades, most notably combat training simulations used by Departments of fense (DoD) around the world, and more recently, disaster management applications,
De-emergency planning simulators, etc These have reached their current state because
of their significant impact on virtual training in high-risk situations as well as their
D.T Ahmed and S Shirmohammadi ( )
School of Information Technology and Engineering University of Ottawa, Ottawa,
Ontario, Canada
e-mail: dahmed@discover.uottawa.ca
B Furht (ed.), Handbook of Multimedia for Digital Entertainment and Arts,
DOI 10.1007/978-0-387-89024-1 8, c Springer Science+Business Media, LLC 2009
175
Trang 8ability to interpret the real and the simulated results in extraordinary circumstancessuch as natural disasters or terrorist attacks.
Commercial MMOGs use the client-server architecture with a single authenticserver designed for to support the game logic The server pool regulates game trafficusing the zoning concept and makes its implementation more convenient Practi-cally, the communication structure within a zone is similar to the Internet multicaststructure, not client-server, because of the players’ common interest in the gamelogic IP multicast, which was originally proposed for group communication, can
be an ideal solution for this purpose But it is a well-known fact that IP Multicast isnot deployable on the wide-scale Internet, even in future with IPv6 [1] Thus, currentpractices heavily rely on centralized architectures that cause scalability bottlenecks
In addition, the models are costly to adopt and install Current designs (research ented), however, try to incorporate client and server side resources in a peer-to-peerfashion to address its different challenges such as scalability, responsiveness, andpersistence [2][3]
ori-Challenges and Requirements
The development of an MMOG faces many challenges A fundamental requirement
of any real-time application tool is the exchange of regular update messages amongthe participants It is a challenging task while keeping a low data rate without affect-ing the gaming experience Scalability is another important concern when designedfor large-scale simulators or virtual environments and MMOGs, as it is the function
of other gaming components related to the system However, the amount of datathat needs to be exchanged among participants is bounded by server-side resourcesand other technical conditions such as network bandwidth, processing power andnetwork latencies
Network Bandwidth- The bandwidth is the amount of data that can be mitted over a network in a fixed time-slot It is set by the underlying hardware thatconnects to the computers The user’s connection to its Internet Service Provider(ISP) and the ISP’s hardware and software infrastructures also affect available band-width Practically MMOG players have non-uniform bandwidth Thus, the amount
trans-of data that can be exchanged between two computers is restricted by the bandwidth
of the players
Processing Power The processing power expresses the computation capability the amount of computations/instructions executed by a computer in a fixed time-slot.For gaming, higher processing power is required for multiple reasons like physicsengine, collision detection, graphic rendering, artificial intelligence, and to send andreceive network messages for networked games But the processing power of allusers is not homogenous Thus, the amount of information that can be exchangedbetween two computers and the quality of perception also depends on their CPUresources
Trang 9-8 Zoning Issues and Area of Interest Management 177Network Latency- Latency is the amount of time a message takes to travel over
a network from a source to a destination The physical limitation of the underlyinghardware like routers and switches, and network congestion make it variant fromtime-to-time The interaction details of an MMOG player must be sent to all otheractive participants in time Because of the networking limitations and the trafficconditions, some of these updates can be lost or delayed Thus, latency issue cannot
be ignored The updated game states must be forwarded within a time limit so thatthe responsiveness of game play is maintained Generally, latency acceptance variesfrom game-to-game and is restricted to a value between 100ms to 1000ms for onlinegames [4] The acceptable latency depends on game perspectives (i.e First-person
or Third-person), game genres (i.e racing or role playing game), and the sensitivity
of actions
MMOG Architecture – An Overview
To accommodate a large number of players, the map is logically divided into tiple zones where each zone encompasses the players that are in the same vicinity.Each zone has a master (e.g server) that coordinates the interactions of the zonemembers in a multicast fashion A set of master nodes regulates the operation of theMMOG and provides overlay services in client-server model On the other hand, hy-brid model incorporates the participation of the players The system is hybrid as itcombines the benefits of both centralized and distributed systems To overcome thefunctionality limitations of the IP multicast, application layer multicasting (ALM)can be chosen for intra zonal communication [5]
mul-MMOG Classification
There are many types of massively multiplayer online games Some popular typesare given in the Table1
Communication Architecture
The right communication structure is very important for interest management as
it regulates message transmission and controls network resource usage Differentpacket delivery methods can be used for data communication in multiplayer games.This includes basic unicast communication which is the most popular choice, butbroadcast and multicast communications are sometimes also useful
The proper choice of TCP or UDP protocol for standard unicast tion is important for online games UDP is a simple best-effort procedure thatoffers no reliability and no guaranteed packet ordering On the other hand, it has
Trang 10communica-Table 1 Types of MMOGs and examples
Types of
MMORPG Massively multiplayer online role
playing games
EverQuest, Star war galaxies MMOFPS Massively multiplayer online first
person shooters
World War II Online World:
Battleground Europe, 10SIX (known
as Project Visitor) MMORTS Massively multiplayer online real-time
games
Hattrick
little overhead, making it appropriate for highly interactive games (e.g., first-personshooter, car racing) where fast packet delivery is more important On the other hand,TCP guarantees ordered packet delivery and simplifies programming with additionaloverhead Most importantly, TCP can work more transparently across firewalls
Thus, many commercial MMOGs (e.g., EVE Online, Lineage II, and World of craft) use TCP for their communication.
War-Local area networks (LANs) can be restrictively configured to allow cast This can make state dissemination much simpler and efficient Unfortunately,MMOGs are not able to take the advantages of broadcast in an Internet setting as it
broad-is not typically supported across the router boundaries Another technique broad-is ticast which provides group-based packet delivery A host can subscribe to one ormultiple multicast addresses and receive all messages sent to those addresses It isusually much more efficient than multiple unicast operations However, multicas-ting is not widely available on the global Internet due to technical, business, andpractical reasons [1] and is therefore not a practical solution for MMOGs
mul-There are two general types of MMOG architectures: client-server and peer There are also hybrid architectures that are between these two main paradigms
peer-to-In client-server architecture, each client has a single connection with the server(Figure1a) The server is responsible to relay the game states between clients Themain advantage of the client-server architecture is the easy controller which is cen-tralized and autonomous As a solution for resource limitations multiple servers aredeployed The architecture also facilitates easy implementation of load balancing,fault tolerance, security, and many other concerns But in client-server architecture,the server is an architectural bottleneck and limits the scalability of the system Still
it is the most popular and practiced approach in the gaming industry
Commercial NVEs use the client-server architecture which is expensive to
de-ploy and cumbersome to maintain For example, the virtual world of Second Life
Trang 118 Zoning Issues and Area of Interest Management 179
Fig 1 (a) Client-server architecture (b) Peer-to-peer architecture
has approximately 5000 servers Such expensive deployment issue as well as theneed for regular maintenance stirs us to an alternative solution The P2P architec-ture has a self scalability property, but considering business oriented and practicalissues such as quality, cheating, and distributed game logic, it seems that a pureP2P architecture (Figure1b) is an infeasible and impractical solution Recently, thehybrid P2P architecture is considered as a good solution both for vendors and endusers [6][7] The P2P community strongly believes that online games over hybridpeer-to-peer architecture have promising prospects considering deployment cost andperformance in some sense through reduced latencies
Virtual Space Decomposition - Zoning
The genre of MMOG is relatively new but popular The development of MMOGsencompasses many technical challenges Some of the challenges are
Ensuring consistency
Providing fault-tolerance
Administration of servers and players
Preventing cheating
Providing scalability and many others
To achieve these, the concept of zoning is typically used This is what we will
de-scribe next
Zone Definition
For easy state administration, the virtual space is divided into multiple adjacentareas technically called zones But on what perspective a zone is constructed, is
Trang 12subject to specific implementation From networking perspective, each LAN can
be considered as a zone where several LANs are connected through the Internetforming the whole world A LAN provides high bandwidth, so it could be easy forthe server, i.e the master, responsible for a zone to construct the overlay network ifrequired, maintain its state, and manage new comers and early leavers However, this
is not a sufficient requirement: other factors such as virtual distance and visibility,and logical partitions need to be taken into consideration when defining a zone In anutshell, a zone is a logical partitioning which is usually transparent to the players
in the game space
Multiple Zones and its Space
At its simplest, a zone can be represented by a square or a triangle Multiple zonedefinition can be adopted while defining the map of a game space To accommodatemany players, the map is logically divided into multiple zones Each zone encom-passes the players that are in the same vicinity Henceforth, when a player movesfrom one zone to another, it gets disconnected from one server and joined to anotherserver If this multiple-zone layout is considered, more connections and disconnec-tions can be encountered for the same path traversal scenario (Figure2) Triangularand hexagonal shapes have advantages over other shapes For example, unlike cir-cles, triangular and hexagonal shapes stick together and maintain regular shapes(Figure3)
Fig 2 Two versus multiple zones layout, with a player moving across zones
Fig 3 Hexagonal and circular zone shapes
Trang 138 Zoning Issues and Area of Interest Management 181
Area of Interest Management
For online games, Area of Interest Management (AoIM) is a technique to reduce
communication overhead AoIM is a method used to determine useful informationfor a specific player and block all other information For example, the area of interest
of an avatar in an MMOG is the set of avatars and non-playing components (NPC)
with whom it interacts with in its neighborhood Since the virtual world is large,filtering out irrelevant information is a fundament requirement for a scalable system
There are two approaches to model AoIM for MMOGs The first one is static geographical partitioning implemented at the initialization phase of a simulation.
This is practical as it describes the structure of a virtual world For example, avirtual world consists of multiple cities where each city defines a geographical par-tition: it is the area where most of the interactions take place, and in most cases,
the participants are not captivated on what is happening in other cities Second Life
has adopted such approach [8] The virtual world offers uninteresting items aroundthe borders, like cities separated by empty forests or wilderness where players donot want to stay long Although the static geographic partitioning is good for somecases, it might not be a general solution for all virtual simulators
The second approach for AoIM is behavioral modeling In military simulations,
two different units such as a jeep and an aircraft have different distinctiveness interms of how fast they can move, how far they can see, and the scope of the interac-tion space (a jet launching a missile has a larger area of influence than a jeep patrol)
Lu et al argue that, as the mapping of processing resources to the geographic gionalization is straightforward and uncomplicated, the behavioral approach has notbeen deeply explored [9] One of the limitations of a geographic regionalization isits unintelligence to prevent inter-server communications This is because the ge-ographic regionalization does not give enough importance to players’ interactions.Even though behavioral modeling is the ideal approach to manage interest of theparties, geographic regionalization is not without merits Thus, geographic region-alization can be augmented by behavior-based communications for better interestmanagement
re-Interest Management Models
An MMOG deals with plenty of information keeping each player’s activities andtracking its location Rationally a player does not need state information of the entirevirtual world which is too large Thus, determining information appropriate to eachplayer is a fundamental requirement of online games From this perspective, aninterest management is a way of determining functional details of a player So, theperformance of a virtual world depends on the cost and effectiveness of an AoIMapproach deployed
Trang 14Publisher-Subscriber Model
Interest management for an MMOG can be abstracted using a publish-subscribe
model The concept is publishers create events and subscribers consume events In
this model, interest management consists of determining when an avatar registers
to or gracefully/ungracefully bows out from a publisher’s (avatar’s) updates erally, interest management for online games can have multiple domains The mostcommon domain is the visibility, although other domains like audible range andradar are also possible Each interest domain has special properties for the transmis-sion and reception of data, so different sets of publisher-subscribers model might beneeded
Gen-Space Model
Interest management can also be categorized into two general groups: space-basedand class-based Space-based interest management can be defined based on the rel-ative position of avatars in a virtual world, while class-based can be determinedfrom an avatar’s attributes Space-based interest management is the most useful forMMOGs because of the relevant information of a player is usually closely related
to its position in the environment and is typically based on proximity which can berealized in terms of the aura-nimbus information model given in Figure4 Aura is
the area that bounds the existence of an avatar in space, while nimbus, i.e area of
interest, is the space in which an object can perceive other objects In the simplest
form, both aura and nimbus are usually represented by circles around the avatar.
This model is more appropriate when a server keeps a connection with each client
The drawback of a pure aura-nimbus model is scalability because of the computing
cost associated with the determination of intersection between the nimbus and theauras of a large number of players
Fig 4 The aura nimbus model
Trang 158 Zoning Issues and Area of Interest Management 183
Fig 5 Region-based area of interest
Region Model
Region-based interest management partitions the game space into several fixed gions The interest management scheme then determines the regions which intersectwith the expression of interest of the players Thus, an area of interest becomes theunion of the intersected regions with respect to the expression of interest as shown
re-in Figure5 It is an approximation of the true expression-of-interest and generallycheaper to compute but less precise than a pure aura-nimbus model
Implementation Intelligence
Message Aggregation
Message aggregation is a technique to address MMOG resource limitations [10]
It reduces the overall message update rate by aggregating multiple game messagesinto a single message Thus, it rationalizes bandwidth usage by removing redundantmessage information like the message header Message aggregation introduces somedelay However updates are piggybacked and could limit game performance if notdesigned properly
Message Compression
Simple message compression techniques can be used as a means against strict width requirement [10] Although the method is expensive, considering resourceconstraints it is not without merit