By Topic

A Fast and Robust Optimistic Total Order Broadcast for Online Video Games

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$33 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

3 Author(s)

Total order broadcast is a fundamental building block for many distributed systems. In recent online video games, players actions within a particular game instance need to follow a total order in order to ensure game consistency. The main challenge is to preserve game playable by keeping latency as low as possible. Relying on a single central server incurs high cost for the game editor and is vulnerable to denial of service attacks. For these reasons, a decentralized architecture is desirable. We present a total order broadcast protocol that is both fast and robust with no single point of failure. In its optimistic setting, it delivers message in just one step, which is optimal, and in two steps in its pessimistic setting. Our protocol can tolerate up to n/2-1 crashes where n is the number of processes in the system. When failures do occur, the latency is at worst linear in the number of consecutive crashes.

Published in:

Advanced Information Networking and Applications Workshops (WAINA), 2012 26th International Conference on

Date of Conference:

26-29 March 2012