Jens Müller’s research while affiliated with University of Münster and other places

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Publications (11)


Enhancing Online Computer Games for Grids
  • Conference Paper

August 2007

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18 Reads

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4 Citations

Lecture Notes in Computer Science

Jens Müller

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Sergei Gorlatch

Massively multiplayer online games (MMOG) require large amounts of computational resources for providing a responsive and scalable gameplay for thousands of concurrently participating players. In current MMOG, large data-centers are dedicated to a particular game title. Such static hosting requires a huge upfront investment and carries the risk of false estimation of user demand. The concept of grid computing allows to use resources on-demand in a dynamic way, and is therefore a promising approach for MMOG services to overcome the limitations of static game provisioning. In this paper, we discuss different parallelization mechanisms for massively multiplayer gaming and grid architecture concepts suitable for on-demand game services. The work presented here provides both a state-of-the-art analysis and conceptual use case discussion: We outline the new European project edutain@grid which targets at scaling real-time interactive online applications and MMOG, including First Person Shooter (FPS) and Real-Time Strategy (RTS) games, in an on-demand manner using a distributed grid architecture. Finally, we describe our experimental online game Rokkatan and report experimental scalability results for this game on a multi-server grid architecture.


Scaling multiplayer online games using proxy-server replication: A case study of Quake 2

June 2007

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554 Reads

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5 Citations

Massively Multiplayer Online Games (MMOGs) are an increasingly popular class of real-time interactive distributed applications that require scalable architectures and parallelization approaches. While games of the role-playing genre already allow thousands of users to concurrently participate in a single game session, there are important genres, in particular action and strategy games, which have not been scaled to the massively multiplayer realm so far. These games have hard requirements in terms of scalability, in particular regarding density: many players tend to congregate in small locations. In this paper, we outline our novel approach of replication-based parallelisation for scaling the density of players. The practical impact of our work is demonstrated by porting the popular action game QFusion, based on the famous Quake 2, onto our proxy-server system architecture using the replication approach. The experiments with the ported QFusion demonstrate its high responsiveness and show that our approach allows to almost triple the maximum number of simultaneous players on four servers as compared with a single-server version.


Clayworks: A System for Collaborative Real-Time Modeling and High-Performance Simulation

December 2006

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19 Reads

Clayworks is a software system which integrates collaborative real-time modeling and distributed computing. It addresses the challenge of developing a collaborative workspace with a seamless access to high-performance servers. Clayworks allows modeling of virtual clay objects and running computation-intensive deformation simulations for objects crashing into each other. To integrate heterogeneous computational resources, we adopted modern Grid middleware and provided the users with an intuitive graphical interface. We parallelized the computation of simulations using a Higher-Order Component (HOC) which abstracts over the Globus Web service resource framework (WSRF) used to interconnect our worksuite to the computation server. Clayworks is a representative of a large class of demanding systems which combine collaborative modeling with performance-critical computations, e.g., crash-tests or simulations for biological population evolution.


Rokkatan

July 2006

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11 Reads

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27 Citations

Computers in Entertainment

While massively multiplayer online role-playing games (MMORPG) involve large numbers of simultaneous players, two other popular game classes -- first-person shooter (FPS) and real-time strategy (RTS) games - are still only rarely considered for massively multiplayer gaming. A main technical problem for scaling these genres to be massively multiplayer is the absence of a suitable scalable multiserver networking approach. While the commonly used zoning concept performs well for an MMORPG, it is barely suitable for RTS and FPS games. As a scalable networking alternative for these genres, this article summarizes our work on the proxy-server architecture, which uses multiple servers for a single game session and implements a full replication of the game state at all proxies. We present our work on the game Rokkatan, our online evaluator game which enables massively multiplayer real-time strategy gaming using our proxy-server network architecture. We discuss the implementation of Rokkatan and analyze the distributed computation of the proxy-server approach by integrating an analytical scalability model into Rokkatan. Our experimental game sessions demonstrate high scalability of Rokkatan, which allows several hundreds of users to participate in a single, fast-paced game session.


On correctness of scalable multi-server state replication in online games

January 2006

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63 Reads

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12 Citations

Massively Multiplayer Online Games (MMOG) require novel, scalable network architectures for a high amount of participating players in huge game worlds. Consequently, new and complex multi-server parallelization approaches have been proposed to provide responsive, massively multiplayer gameplay for different game genres. Besides scalability and performance, the issue of correctness of the game state processing is vital for providing a failure-free gameplay as expected by the users. In this paper, we first introduce the concept of correctness for multi-server replication architectures as the ability to preserve the order of user inputs in the virtual processing. We then present two correctness mechanisms optimized for multi-server replication: pessimistic lag and optimistic timewarp. We experimentally show that by implementing the lag mechanism for correctness in our multi-server implementation of the QFusion/Quake2-game the amount of incorrectly ordered actions can be reduced from 50% to 10%.


Dynamic Service Provisioning for Multiplayer Online Games

October 2005

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2 Reads

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2 Citations

Lecture Notes in Computer Science

Multiplayer online games have become a popular class of distributed applications with an enormous amount of running Internet-based game sessions. The basic concept of how to provide game services for users has not changed for years: High-bandwidth, dedicated game servers are statically set up to continuously run game sessions, regardless of how many users actually play. This straightforward approach is inefficient, because it does not take the current user demand into account, thus wasting resources. In this paper, we present a novel system architecture for organizing dynamic, on-demand game services for single-server online games. Our system allows users to book game services for immediate play or some time in advance. The system takes the users’ demands into account and dynamically sets up the required server resources in an efficient way. In contrast to the usually offered flat-rate rental of servers on at least a monthly basis, our system allows to charge users depending on the actual services usage and to incorporate new pay-per-use business models.


Data Parallelism in C++ Template Programs: a Barnes-hut Case Study.

September 2005

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178 Reads

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3 Citations

Parallel Processing Letters

We describe how C++ programs that use the Standard Template Library (STL) can be systematically parallelized for shared-memory machines. We present our data-parallel template library (DatTeL) and its use in introducing parallelism into sequential STL programs. As a case study, we demonstrate how an STL implementation of the Barnes-Hut algorithm for solving many-body problems can be systematically transformed into a parallel, efficient version using DatTeL. We present experimental results for the multi-threaded version of the resulting parallel program on a SunFire multiprocessor.


Towards High-Level Grid Programming and Load-Balancing: A Barnes-Hut Case Study

August 2005

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12 Reads

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5 Citations

Lecture Notes in Computer Science

We propose a high-level approach to grid application programming, based on generic components (skeletons) with prepackaged parallel and distributed implementations and integrated load-balancing mechanisms. We present an experimental Java-based programming system with skeletons and use it on a non-trivial, dynamic application – the Barnes-Hut algorithm for N-body simulation. The proposed approach hides from the application programmer many complex details of grid programming and load-balancing, and demonstrates good performance on an experimental grid testbed.


HOCS:Higher-Order Components for Grids

January 2005

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30 Reads

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22 Citations

We present HOCs — Higher-Order Components — that provide the Grid application programmer with reusable and composable patterns of parallelism. HOCs can be viewed formally as higher-order functions, i.e. a generic implementation of a HOC on a remote machine can be customized with application-specific code parameters which are supplied by the user and shipped via the network. We take the well-known “Farm of Workers” pattern as our motivating example, present an experimental implementation of the Farm-HOC as a Grid Service using the Globus Toolkit, and report first measurements for a case study of computing fractal images using the Farm-HOC.


Fig. 2. Acknowledging and forwarding a single user action
Fig. 3. Comparison of processing orders: Traditional client-server topology (a), proxy server-network (b), proxy server-network with client latency levelling (c), proxy servernetwork with client latency levelling and action reordering (d)
A Proxy Server-Network for Real-Time Computer Games
  • Conference Paper
  • Full-text available

August 2004

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1,968 Reads

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19 Citations

Lecture Notes in Computer Science

Computer games played over the Internet have recently be- come an important class of distributed applications. In this paper we present a novel proxy server-network topology aiming at improved scala- bility of multiplayer games and low latency in client-server data transmis- sion. We present a mechanism to ecien tly synchronize the distributed state of a game based on the concept of eventual consistency. We analyse the benets of our approach compared to commonly used client-server and peer-to-peer topologies, and present rst experimental results.

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Citations (9)


... The information and updates of all the entities in that zone are then synchronized among the servers. Examples of the use of Mirroring can be found in Rokkatan [107]. Figure 14 shows two servers, each managing different entities (represented with different shapes inside the DBs) for the same NVE that a client accesses by connecting to each of the servers, while the servers connect between them for interchanging control messages. ...

Reference:

Key Technologies for Networked Virtual Environments
Rokkatan
  • Citing Article
  • July 2006

Computers in Entertainment

... The RTF offers an API which provides the development of ROIA using different parallelization approaches: zoning, instancing and replication for the scalable application distribution across multiple resources. The API provides an abstraction from the underlying resources: RTF (re)distributes the zones, instances and replication in- stances [16, 17] transparently for the customers during runtime, as advised by the business-or management layer. This redistribution functionality is realized in a nondisruptive way which ensures that a ROIA, which often requires the adherence of client-server response times of 100ms and less, is not interrupted during the redistribution process. ...

Enhancing Online Computer Games for Grids
  • Citing Conference Paper
  • August 2007

Lecture Notes in Computer Science

... The header of a configuration written in HCL also informs its kind and a set of component parameters, which are references to inner components defined as public ones. In fact, component parameters provide high-order features for #-components [Alt et al. 2004]. In the example, all the inner components -a, x, and v -must be received as parameters by MATVECPRODUCT compliant #-components in execution time. ...

HOCS:Higher-Order Components for Grids
  • Citing Chapter
  • January 2005

... They can be classified into optimistic and pessimistic mechanisms [9]. In optimistic mechanisms such as TimeWarp [18], [20], all servers execute operations immediately after receiving them, and the application states are repaired when inconsistency is detected. The repairs, however, may produce consistency-related artifacts that greatly disturb the user behavior. ...

On correctness of scalable multi-server state replication in online games
  • Citing Conference Paper
  • January 2006

... In this context, a fundamental assumption is that QoS could be granted at Grid side (e.g. constraints on minimal bandwidth and computational power for managing N players or a given instance of the game session), that constitutes a difficult issue from a game server point of view [31]. Moreover, another conviction is that dynamic resource provisioning could become a killer application for Grid [7], providing the basis for the birth of an open market of resource providers for MMOGs, where MMOG managers pay for renting resources, and resource owners earn providing resources with the required QoS level. ...

Dynamic Service Provisioning for Multiplayer Online Games
  • Citing Conference Paper
  • October 2005

Lecture Notes in Computer Science

... browser navigation, crawling and chatting), which enhance users' experiences. This knowledge could be also " captured " by the Smart City and stored locally, with means similar to a Proxy Server (Muller et al, 2004 ...

A Proxy Server-Network for Real-Time Computer Games

Lecture Notes in Computer Science

... B&B Makespan, tardiness, cost Increases the number of existing resources and the jobs entered to the environment can be increased. Also devotes the jobs to the existing resources in the form of grouping Dobber et al. (2004): Analyze the impact of the fluctuations in the processing speed on the performance of Grid applications as resources are shared among numerous applications, and therefore, the amount of resources available to any given application highly fluctuates over time Improvise the running times for more complex computation-intensive applications with more complex structures Aligning Long DNA Sequences Chen and Schmidt (2004): Apply the computational Grid concept to aligning long DNA sequences and study the new load balancing techniques for hierarchical Grids called "scheduler-worker" under disturbance and for different levels of application-level inter-cluster bandwidths Identifies more biology applications that profit from hierarchical Grid systems and presents more efficient parallel models to map these applications onto hierarchical Grid systems Scatter Operations Genaud et al. (2004): Modifies of the data distributions used in scatter operations, presents a general algorithm which finds an optimal distribution of data across processors, a quicker guaranteed heuristic relying on hypotheses on communications and computations and a policy on the ordering of the processors Not given Scatter Operations Genaud et al. (2003): Study the replacement of scatter operations with parameterized scatters, allow custom distributions of data Not given Barnes-Hut Algorithm Alt et al. (2005): Proposes a high-level approach to Grid application programming, based on generic components or skeletons with prepackaged parallel and distributed implementations and integrated load-balancing mechanisms, present an experimental java-based programming system with skeletons and use it on a non-trivial, dynamic application, the Barnes-Hut algorithm Not given Lattice Boltzmann Model Farina et al. (2006): Modifies the original Lattice Boltzmann model to approximate a diffusive phenomenon that suitably solves the dynamic load balancing problem Not given ...

Towards High-Level Grid Programming and Load-Balancing: A Barnes-Hut Case Study
  • Citing Conference Paper
  • August 2005

Lecture Notes in Computer Science

... In this paper, the development of multi-server games using RTF is illustrated using a real-world case study -the pop- ular Quake 3 Engine, which was originally designed for a single server. We use the replication-based distribution [8], i.e. the game state is available on all servers. We test the responsiveness (time for the user to perceive the result of his action) and scalability (increasing player numbers when using additional servers) of the RTF-based multi-server ver- sion of Quake 3 against the original single-server Quake. ...

Scaling multiplayer online games using proxy-server replication: A case study of Quake 2
  • Citing Conference Paper
  • June 2007

... Our PACXX-based implementation of the N-Body simulation on a GPU follows the ideas described in the CUDA Toolkit [20] as example code. More sophisticated algorithms (e.g., Barnes-Hut [4]) require a lot more development effort, making them impractical as illustrative examples. ...

Data Parallelism in C++ Template Programs: a Barnes-hut Case Study.
  • Citing Article
  • September 2005

Parallel Processing Letters