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SIGMOD
2008
ACM

SEMMO: a scalable engine for massively multiplayer online games

14 years 4 months ago
SEMMO: a scalable engine for massively multiplayer online games
We propose to demonstrate SEMMO, a consistency server for MMOs. The key features of SEMMO are its novel distributed consistency protocol and system architecture. The distributed nature of the engine allows the clients to perform all computations locally; the only computation that the central server performs is to determine the serialization order of game actions. We will demo SEMMO through a game called Manhattan Pals, and show how we can exploit game semantics in order to support large-scale MMOs. In the demo, avatars of the audience will be able to play Manhattan Pals and thus experience various scalability and consistency effects of an MMO. Categories and Subject Descriptors H.2.4 [Database Management]: Systems--Concurrency, Distributed Databases; D.2.11 [Software Engineering]: Software Architectures--Domain-specific architectures General Terms Design, Performance Keywords Scalability, Games, Virtual Environments
Nitin Gupta 0003, Alan J. Demers, Johannes Gehrke
Added 08 Dec 2009
Updated 08 Dec 2009
Type Conference
Year 2008
Where SIGMOD
Authors Nitin Gupta 0003, Alan J. Demers, Johannes Gehrke
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