The present invention generally relates to the field of massive multi-player on-line computer gaming, and more specifically, to a system and method for partitioning work between servers and tracking client interaction with servers in multi-player games running on multiple servers.
With the proliferation of the Internet and technology, massive multi-player on-line games have become increasingly popular. There are a number of common features shared by massive multi-player on-line games which distinguish them from other types of on-line computer games. First, most massive multi-player on-line games host a number of players in a single game world where all those players can interact at one time. For instance, a popular massive multi-player might host thousands of players online at any given time. Second, to support all those players, massive multi-player on-line games employ large-scale game worlds. As such, large areas of the game are interconnected within the game such that players may traverse great distances without having to switch servers manually. Further, multi-player on-line games require updated data for each user location and application that a user may call upon during game play. As the number of players increases, the complexity of calculations and server demand increases. Finally, the game state in massive multi-player on-line games rarely resets.
There are two conventional approaches taken to distribute the handling of players and objects in game space. One is to simply partition the game world using special tunnels, small single person passageways, or other contrivances at the boundaries between servers. This approach is limited in that the partitioning is static. Thus, if too many players converge on the same server's portion of the game world, that server will become overloaded and game performance will suffer.
The second approach is the setting of dynamic boundaries. Although the setting of dynamic boundaries limits server overload, with this approach, there are many places in the game space where players can simultaneously see into one or more other servers' area of control. Thus, the servers need to tightly synchronize information with their neighboring servers. Furthermore, in these configurations, a “grey” area is present around the partitioning boundaries where both servers partially “own” the objects, the data is mirrored between the servers, all in an attempt to reduce the work involved in handing off an object to the next server when the object leaves the “grey” area. This mirroring, though, further increases synchronization problems and greatly complicates the server code. These techniques are described in detail in “Massively Multi-player Game Development” edited by Thor Alexander in 2003 (ISBN 1-58450-243-6). As stated in “Massively Multi-player Game Development,” although many limitations are associated with such techniques, implementation is necessary in order to achieve desired massive multi-player on-line game scalability.
Therefore, it would be desirable to develop a massive multi-player on-line game with technology designed to overcome the above mentioned difficult coordination and synchronization problems between multiple servers thereby improving on-line gaming.
Accordingly, the present invention is a system and a method directed to an improved handling of players and objects in massive multi-player on-line games. The disclosed massive multi-player on-line game system and method may eliminate the coordination and synchronization problems between servers by assigning each game user (client) to a specific client proxy server for game duration and utilizing a space information distribution center to indicate client specific changes in game space. Such configuration eliminates the need to use “grey” areas around partitioning boundaries and servers having to “own” client objects thereby improving massive multi-player on-line gaming scalability.
In accordance with a first aspect of the present invention, a massive multi-player on-line gaming environment is disclosed. In an exemplary embodiment, the environment includes a space information distribution system and a game space mapping system connected via an internal network. Further, a plurality of client proxy servers is connected to the internal network. A multiplicity of remote users is connected to the client proxy servers via a worldwide network. Each client proxy server handles one or more users for game duration, wherein the client proxy servers employ the information from the game space mapping system and space information distribution system to distribute only the needed information to each specific user.
In accordance with a second aspect of the present invention, a method for partitioning work-load between servers and tracking user interaction with servers in multi-player games running multiple servers is disclosed. In an exemplary embodiment, the method includes the following steps: (1) creating an internal network that includes a space information distribution system and a game space mapping system; (2) assigning each remote game user to a client proxy server, each client proxy server handling one or more users for the duration of the multi-player game and connecting the client proxy servers to the internal network; and (3) employing the space information distribution system to track user status information, the space information distribution system sending the information to the client proxy servers to distribute user specific information to appropriate remote users via a worldwide network.
In accordance with a third aspect of the present invention, a method for partitioning work-load between servers and tracking user interaction with servers in massive multi-player online games running multiple servers is disclosed, comprising the steps of: (1) segmenting game space within a multi-player game into a game graph with vertices and edges, the vertices representing game regions and the edges connecting the game regions that can influence each other; (2) assigning each game user to a client proxy server, the client proxy server handling one or more users for the duration of the multi-player game; (3) employing a space information distribution system to track user status information; (4) delegating communications between the client proxy servers and the space information distribution system; and (5) sending the information of the space information distribution system to the client proxy servers, the client proxy servers then employing the information to distribute user specific information to game users connected to the client proxy servers via a worldwide network.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the invention as claimed. The accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate an embodiment of the invention and together with the general description, serve to explain the principles of the invention.
The numerous advantages of the present invention may be better understood by those skilled in the art by reference to the accompanying figures in which:
Reference will now be made in detail to the presently preferred embodiments of the invention, examples of which are illustrated in the accompanying drawings.
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The rules engine 210 decides whether the game space graph is to be altered. Alteration of the game space graph may be necessary in order to balance server load when activity concentrates in one game space region i.e. an area of a game map where a large number of players have converged. To prevent server over-load, upon receipt of an instruction from the space information distribution system 104 of
The game map system 202 assigns partitions to servers 206, and servers 206 perform the actual computations for the partitions of the game space graph. Multiple servers 206 only send one message to the separate space information distribution system 104 to indicate what is changing in their own part of the game space. The space information distribution system 104 transmits such information to the various client proxy servers, such client proxy server 1, 108 and client proxy server 2, 110, which, in turn, only send the needed information to each user.
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Additionally, method 500 for partitioning work between servers and tracking user interaction with servers in massive multi-player games running multiple servers disclosed in
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It is believed that the present invention and many of its attendant advantages will be understood by the foregoing description. It is also believed that it will be apparent that various changes may be made in size, materials, shape, form, function, manner of operation, assembly and use of the components thereof without departing from the scope and spirit of the invention or without sacrificing all of its material advantages. The form herein before described being merely an explanatory embodiment thereof. Further, it is contemplated that the specific order or hierarchy of steps in the method can be rearranged while remaining within the scope and spirit of the present invention. It is the intention of the following claims to encompass and include such changes.
The present invention is a continuation-in-part of U.S. application Ser. No ______, (AUS920030690US1), “Method for Distributing and Geographically Load Balancing Location Aware Communication Device Client-Proxy Applications” filed on ______, 2003. The U.S. applications, Ser. Nos., ______ (AUS920030690US1), ______ (ARC92003021 US1, “System and Method for Automatically Segmenting and Populating a Distributed Computing Problem”), and (ARC92003022US1, “System and Method for Balancing a Computing Load Among Computing Resources in a Distributed Computing Problem),” which are assigned to the same assignee, are herein incorporated by reference in their entireties.