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Introduction
Introduction
Background and Motivation
Contemporary Game Design
Scaling Properties of Client-Server Architectures
Game Parameters
Empirical Study
Possible Approaches for Achieving Scalability
Broadcast Architectures
Cell-based Architectures
Architecture Overview
A Distributed Game Model
State Partitioning
Execution Partitioning
An Example
Discussion
Architecture Components
Object Location:
Replica Management:
Object Placement:
Locating Distributed Objects
Mercury Overview
Colyseus Extensions to Mercury
Soft-state Triggers
Predictive Publications and Subscriptions
Replica Management
Replica Creation
Replica Deletion
Additional Features
Transparent Pointer Resolution
Proactive Replication
Object Placement
Overview
Cost Model
Inferring Object Interests
Load Estimation
Clustering
Load Shedding
Discussion
Evaluation
Implementation
Experimental Setup
Emulated Environments
Workloads
Colyseus Communication Costs
Scaling Comparison
Communication Cost Breakdown
Traffic Characteristics
Object Store Consistency
Discovery Latency
Replica Set Inconsistency
Object Placement
Summary and Conclusions
Ashwin Bharambe