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Hybrid Architecture
for Networked Games


                        1
single
               completely
centralized
              decentralized
  server




                              2
P2P with
Central Arbiter


                  3
A trusted central arbiter receives all game
traffic and resolve conflicts if necessary.




                                              4
Benefits of
P2P + Arbiter


                5
low latency among players




                            6
have trusted authority now




                             7
Drawbacks of
P2P + Arbiter


                8
limited scalability

arbiter becomes bottleneck




                             9
Mirrored Servers
  Architecture


                   10
Multiple servers, each replicating the complete game
states, serve clients from different geographical
regions. Each client connects to one server.




                                                       11
Servers may be connected with high speed,
provisioned networked, reducing synchronization
latency among the servers.




                                                  12
Updates from a client are sent to its server, which then
forwards it to other servers. The servers then forward
the updates to all relevant clients.




                                                           13
P2P-style state synchronization
among servers is easier, since

1. servers can be trusted
2. clocks can be synchronized
3. IP multicast may be used
4. higher availability
5. shorter delay

                                  14
Benefits of
Mirrored Servers


                   15
no single point of failures
A client can use another replicated server
        if their nearest server fails.




                                             16
increase total network capacity
  good if networking bandwidth is the
              bottleneck




                                        17
lower latency between
   client and server




                        18
Drawbacks of
Mirrored Servers


                   19
latency between players increases
      due to additional forwarding




                                     20
cannot scale to large world
each server still keeps the complete states




                                              21
how to assign
players to servers?


                      22
Assigning players to closest servers may lead to
overloaded servers.




                                                   23
Assigning players to remote servers may increase
end-to-end latency.




                                                   24
But we only care about latency between players
that are relevant to each other.




                                                 25
An Open Problem



                  26
let

AOI(p) be the set of players relevant to p
S(p) be the server of player p
d(i,j) be the delay between i and j
P(s) be the set of players assigned to server s




                                                  27
let

L(p) be the average latency experience by p,
considering only relevant players




                                               28
want to find S() such that

	 maximum L(p) is minimized over all p

subjected to

	 maximum P(s) is constrained for all s




                                          29
Zoned Servers
 Architecture


                30
Divide the game world into independent regions.
     One server is in-charged of one region.




                                                  31
A client connects to the server serving its current
region, and is handed-off to another server when it
moves to another region.




                                                      32
Servers seldom communicate with each other.




                                              33
Updates from a client are sent to its server, which then
forwards it to all relevant clients in the same region.




                                                           34
35
Advantages of
Zoned Servers


                36
Can scale to large world
   Just add more servers




                           37
Drawbacks of
Zoned Servers


                38
Single point of failures
(But can deploy mirrors for each region)




                                           39
Constrained Game Designs




                           40
Supporting Seamless
   Game Worlds


                      41
Divide the game world into regions.
One server is in-charged of one region.




                                          42
Player may move around the world seamlessly




                                              43
A client may see events and objects
     from neighboring regions.




                                      44
Events occurring in one region may affect
       objects in another region.




                                            45
Advantage: Partitioning is transparent
to the players. No artificial constraints in
game design.




                                              46
Advantage: We can now resize the
regions to load-balance among the servers,
improving server utilization.




                                             47
A client connects to the server serving its current
region, and is handed-off to another server when it
moves to another region.




                                                      48
Server communicates with each other to transfer
states, update states etc.




                                                  49
Updates from a client are sent to its server, which then
forwards it to all relevant clients in the same region or
neighboring regions.




                                                            50
or



     51
A client connects to the servers serving its current
region and regions it subscribes to. Updates from
neighboring server are sent directly.




                                                       52
Q: How to partition
 the game world?


                      53
Ideally: each server
should handle the same
   number of players


                         54
Ideally: minimize
 communications
between servers


                    55
Ideally: minimize the
 number of hand offs



                        56
Idea: divide the game
world into small cells
 and assign group of
   cells to servers.


                         57
58
I will simplify the representation to a grid of cells with
number indicating the number of players (or load
incurred on server) in this cell.


                         2   0   3
                         3   1   4
                         1   1   0




                                                             59
Centralized approach
  to partitioning


                       60
Balanced Deployment
      Algorithm
    by Bart De Vleeschauwer et al




                                    61
Idea: sort the cells and assign
 them one-by-one, highest load
first, to the servers to minimize
   the maximum server load


                                   62
Suppose we have only two servers (blue and red).



                      2   0   3
                      3   1   4
                      1   1   0




                                                   63
Blue’s load = 4       Red’s load = 0



           2      0    3
           3      1    4
           1      1    0




                                       64
Blue’s load = 4       Red’s load = 3



           2      0    3
           3      1    4
           1      1    0




                                       65
Blue’s load = 4       Red’s load = 6



           2      0    3
           3      1    4
           1      1    0




                                       66
Blue’s load = 6       Red’s load = 6



           2      0    3
           3      1    4
           1      1    0




                                       67
Blue’s load = 8       Red’s load = 7



           2      0    3
           3      1    4
           1      1    0




                                       68
Problem: neighboring cells are not adjacent. There
 are 8 “borders” in this solution. Communication
           overhead is not considered.


                    2   0   3
                    3   1   4
                    1   1   0




                                                     69
Let’s define a cost function for
assigning a cell c to a server S:
          cost(c,S) =
computation load increase in S +
communication load increase in S


                                    70
For simplicity,
  CPU load = players,
newtork load = borders




                         71
Clustered Deployment
      Algorithm
    by Bart De Vleeschauwer et al




                                    72
Start with each cell as one
          cluster



                              73
Repeatedly merge two adjacent
clusters with least overhead until
  number of clusters equals to
       number of servers.


                                     74
2   0   3
3   1   4
1   1   0




            75
Least cost = 1 + 3 = 4



       2   0   3
       3   1   4
       1   1   0




                         76
Least cost = 2 + 3 = 5



       2   0   3
       3   1   4
       1   1   0




                         77
Least cost = 1 + 5 = 6



       2   0   3
       3   1   4
       1   1   0




                         78
Least cost = 3 + 5 = 8



       2   0   3
       3   1   4
       1   1   0




                         79
2   0   3
3   1   4
1   1   0




            80
Just a heuristic

the optimization problem
     is NP-complete


                           81
Last few steps involve heavily
 loaded cells and can create
     uneven deployment.



                                 82
We can tweak this heuristic in
many ways to improve it, but it’s
       still a heuristic.



                                    83
Simulated Annealing
   by Bart De Vleeschauwer et al




                                   84
A general method for finding
good solution in an optimization
   problem (meta-heuristic)



                                   85
At every step, move towards a nearby,
better configuration probabilistically
(allowing a move towards worse
solution, prevent stuck at local
minimum)


                                        86
cost




       config



               87
Start with a solution from a
         heuristic.



                               88
Move to a nearby config:
 swap cells with an adjacent
server, or move cell from one
      server to another


                                89
Is it a better solution?
If so, keep it as current solution
      with some probability.



                                     90
2   0   3
3   1   4
1   1   0




            91
Experimental results show that
Simulated Annealing works best
     among the methods.



                                 92
Disadvantages of
centralized approach


                       93
Expensive to compute a
    good solution


                         94
How frequent should
   the world be
  repartitioned?


                      95
Localized World
  Partitioning



                  96
Idea: Only repartition locally if a
 server is overloaded. Look for a
   lightly loaded server to shed
            some load to.


                                      97
overload
safe


light




           98
Overloaded server sheds load until it’s load is below a
safe level. The new load of a previously lightly loaded
should remain below safe level.



                                            overload
                                            safe


                                            light




                                                          99
l+o-s<s
 l < 2s - o



              100
Who to shed to?




                  101
Minimize overhead: try to shed
to as few neighboring server as
           possible



                                  102
Migrate cells to neighboring
servers that are not overloaded



                                  103
Overload = 10, Safe = 7, Light = 4



             0   1   1
             2   0   3
             1   1   4
             5   3   0




                                     104
Green server is overloaded.
Shed some load to neighbors.


          0   1   1
          2   0   3
          1   1   4
          5   3   0




                               105
If still not enough, look at the list of
lightly loaded servers maintained.
Pick the least load and shed to it.



                                           106
Green server is still overloaded.
Neighbor (purple) server has hit the safe threshold.


                      0   1   1
                      2   0   3
                      1   1   4
                      5   3   0




                                                       107
Shed load to remote server.
But this could lead to high communication cost.


                   0   1   1
                   2   0   3
                   1   1   4
                   5   3   0




                                                  108
When communication overhead is too high,
isolated cells can be migrated to a nearby
server, “merging” with neighboring regions to
form contiguous regions, as long as the load
remains below the safe threshold.

                 0   1   1
                 2   0   3
                 1   1   0
                 1   3   0




                                                109
Another Open Problem



                       110
No consideration on hand offs




                                111
Idea: If traffic is high between
point A and point B, then A and B
 should be managed by the same
             server.



                                    112
3       2

2       1       1
    0       1

2       4       2
    0       2

1       1       2
    2       4




                    113
Minimizing hand-off means finding minimum cuts.

                    3       2

                2       1       1
                    0       1

                2       4       2
                    0       2

                1       1       2
                    2       4



                                                 114
Minimizing hand-off means finding minimum cuts.

                    3       2

                2
                            1

                2       4       2
                            2

                        1       2
                    2       4



                                                 115
Minimizing hand-off means finding minimum cuts.

                    3       2

                2
                            1

                2       4       2
                            2


                    2       4



                                                 116
Question: how to combine the
         three objectives:
  1. limiting number of players
 2. reduce communication cost
 3. reduce number of hand offs


                                  117

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CS4344 Lecture 8: Hybrid Architecture