用户名: 密码: 验证码:
游戏网格应用技术研究
详细信息    本馆镜像全文|  推荐本文 |  |   获取CNKI官网全文
摘要
随着国内经济和网络应用技术的快速发展带动了网络游戏迅速发展,网络游戏用户规模也不断扩大,对游戏资源的需求也越来越高,因此产生了一系列的问题,如网络瓶颈、扩展性差、服务器限制用户、缺乏内在弹性和需要巨额前置资本等,引入网格技术之后,这些问题都可以迎刃而解。游戏网格提供的动态资源管理功能和接近无限的计算能力可以使网络游戏取得更好的服务质量(Quality of Service,QoS)。同时,为了更好地利用游戏网格运行并行程序的优势,充分发挥游戏网格的并行计算能力,网络游戏必须要划分成为可以并行的游戏服务才能部署在游戏网格上运行,但是将网络游戏划分成为游戏服务进行并行计算有很多特有的限制条件。
     目前游戏网格研究存在主要针对大型多人在线角色扮演游戏(MassivelyMultiplayer Online Role Playing Game,MMORPG),没有考虑各种不同类型的网络游戏而且没有考虑网络游戏的QoS需求等问题。本文针对目前游戏网格存在的问题,设计了一种游戏网格体系结构,并在此基础上对网络游戏的服务划分技术进行了研究。本文的研究成果主要体现在以下几个方面:
     1)通过对目前的网络游戏进行分析,归纳了网络游戏的QoS需求,并在此基础上对网络游戏进行了分类。最后分析了游戏网格中目前存在的问题。
     2)设计了一种游戏网格体系结构。在分析开放网格服务体系结构的原理和应用特点的基础上,并结合网络游戏的QoS需求,本文设计了一种游戏网格体系结构。通过分析研究不同类型网络游戏的QoS需求,本文为每种类型的网络游戏设计了相应的虚拟组织,并对其进行了详细的介绍。
     3)对网络游戏的服务划分技术进行了研究,并且设计了一种基于动态二叉树的MMORPG服务划分算法。该算法在充分考虑MMORPG应用并行计算的限制条件基础上,采用二叉树的数据结构来组织服务结点并根据服务结点的实际负载动态调整游戏的服务划分,最后通过实验验证该算法的可行性和有效性。
     本文在对网络游戏进行详细分析的基础上,结合网格技术,对将网络游戏部署到游戏网格进行了研究,本文的研究成果具有一定的理论意义和现实意义。
Accompanied with the rapid development of Chinese economy and network application technology, network game has developed rapidly either. The fact of growing number of network game players and great demands of network game resources causes lots of problems such as network bandwidth bottleneck, inferior extensibility, limited server capacity, lacking of internal flexibility, and huge pre-investment. However, all those problems can be tackled by introducing grid technology into network game. Grid, with dynamic resource management capacity and approaching unlimited computing power, enables network games to provide better quality of service (QoS). In order to make the most of computing resources and computing power of game grid, the network game, deployed in game grid, should be divided into several parallel services, but there are still many constraint conditions when applied parallel computation in network game.
     The study of present network game grid mainly aims at Massively Multiplayer Online Role Playing Games (MMORPG) and does not consider the other kinds of network game and their QoS demands. This thesis, in order to solve these problems, firstly designs a kind of game grid architecture, then studies how to deploy network game into game grid and network game service partition technology, and finally achieves the following findings.
     1) Cataloging present network games, based on analyzed them, concluding their QoS demands and studying on the problems of network game grid.
     2) Designing a kind of game grid architecture, which structure is built on Open Grid Service Architecture (OGSA) and QoS demands of network games. Through analyzing the QoS demands of different kinds of network games, this thesis puts forward corresponding virtual organization (VO) for each kind of network game and introduces those VOs architecture in detail.
     3) Designing a kind of MMORPG service partitioning algorithm, based on dynamic binary space partitioning tree. The algorithm considers many constraint conditions when applied parallel computation in network game and is to use data structure of binary space partitioning tree to organize service node and adjust service partition of network game dynamically according to the actual load of service node. This thesis realizes the algorithm and takes experiments to prove that the algorithm is feasible and valid.
     Based on the analysis of network game and combined with grid technology, this thesis which studies how to deploy network game into game grid and network game service partition technology, has a certain degree academic and realistic significance.
引文
[1]文化部,信息产业部.文化部、信息产业部关于网络游戏发展和管理的若干意见[R].2005.7
    [2]2007年中国游戏产业调查报告摘要[EB/OL].http://news.17173.com/content/2008-01-16/20080116133302570.shtml
    [3]中国网络游戏市场趋势预测2007-2011[EB/OL].http://www.analysys.com.cn web2007/indeX.php
    [4]863中国高技术研究发展计划[EB/OL].http://www.863.org.cn/863_105/index.html
    [5]张翼.连续型网络游戏的一致性控制研究及其实验平台的设计与实现[D].浙江:浙江大学计算机科学与技术学院,2007
    [6]Sergio Caltagirone,Matthew Keys,Bryan Schlief,et al.Architecture for A Massively Multiplayer Online Role Playing Game Engine[J].The Journal of Computing in Small Colleges,Volume 18,Issue 2,December 2002:105-116
    [7]T.Iimura,H Hazeyama,Y.Kadobayashi.Zoned federation of game servers:a peer-to-peer approach to scalable multi-player online games[C].In NetGames 04,2004:116-120
    [8]L.Lamport.How to make a multiprocessor computer that correct executes multiprocess programs[C].IEEE Transactions on Computers,C-28(9),1979:690-691
    [9]M.Ahamad,J.Burns,P.Hutto,et al.Causal Memory[C].In Proc.Of 5th workshop on Dist.Alg.LNCS 579,1991:9-30
    [10]T.Comilleau,E.Gressier-Soudan.A combined-consistency approach:sequential & causal consistency[J].ACM SIGOPS Operating Systems Review,Vol 30,Issue 4,1996:33-44
    [11]Wu-chang Feng,Debanjan Saha,David Brandt.A Long-term Study of a Popular MMORPG[C].In Proceedings of NetGames 2007,May,2007
    [12]Wu-chang Feng,Francis Chang,Wu-chi Feng,et al.A Traffic Analysis of Popular On-line Games[J].IEEE/ACM Transactions on Networking,vol 13,no 3,June,2005
    [13]I.Foster.The Grid:A New Infrastructure for 21st Century Science[M].Physics Today,2002,55(2):42-47
    [14]J.M.Schopf,B.Nitzberg.Grids:Top Ten Questions Scientific Programming[M].special issue on Grid Computing,2002,10(2):103-111
    [15]郁志辉,陈渝,刘鹏.网格计算[M].北京:清华大学出版社,2002
    [16]Globus Grid Forum[EB/OL].http://www.geidforum.org
    [17]I.Foster,C.Kesselman著,金海,袁平鹏,石柯译.网格计算(第二版)[M].北京:电子工业出版社,2004
    [18]B.D.Vleeschauwer,B.V.D.Bossche,T.Verdickt,et al.Dynamic microcell assignment for massively multiplayer online gaming[C].In NetGames 05,2005
    [19]M.Assiotis,V.Tzanov.A distributed architecture for MMORPG[J].In Proc.of 5th ACM SIGCOMM workshop on Network and system supnort for games,2006:Article No.4
    [20]B.Knutsson,H.Lu,W.Xu,et al.Peer-to-peer support for massively multiplayer games[J].In Proc.IEEE INFOCOM,Mar,2004:96-107
    [21]T.A.Funkhouser.RING:A Client-Server System for Multi-User Virtual Environments[C].Proc.Symp.interactive 3D Graphics,Apr,1995:85-92
    [22]N.Beatrice,S.Antonio,L.Rynson,et al.A Multiserver Architecture for Distributed Vittual Walkthrough[C].Proceedings of ACM Symposium on Virtual Reality,Software and Technology 2002,Hong-Kong,2002
    [23]Chim,J.Lau,R.W.H.Leong,et al.CyberWalk:a web-based distributed virtual walkthrough environment Multimedia[J].IEEE Transactions on Vol 5,Issue 4,Dec.2003:503-515
    [24]G.Deen,M.Hammer,J.Bethencourt,et al.Running Quake II on a grid[J].IBM Systems Journal,March,2006
    [25]K.Vik,C.Griwodz,P.Halvorsen.Applicability of group communication for increased scalability in MMOGS[C].In Proc.Of 5th ACM SIGCOMM workshop on Network and system support for games,20006:Article No.2
    [26]S.Yamamoto,Y.Murata,K.Yasumoto,et al.A distributed event delivery method with load balancing for MMORPG[C].In NetGames 05,2005
    [27]F.Lu,S.Parkin,G Morgan.Load balancing for massively multiplayer online games[C].In Proc.Of 5th ACM SIGCOMM workshop on Network and system support for games,2006:Article No.1
    [28]邢元胜.大型网络游戏关键技术研究[J].科技论文在线,2005
    [29]网络游戏的分类[EB/OL].http://www.qzjz.corn/common/get_filebyid.asp
    [30]网络游戏发展史[EB/OL].http://baike.baidu.com/view/3543.htm
    [31]Jouni Smed,Timo Kaukoranta,Hard Hakonen.Aspects Of Networking in Multiplayer Computer Games[C].Proceedings of International Conference on Application and Development of Computer Games in the 21 st Century,HongKong SAR,China,Nov,2001:74-81
    [32]Lothar Pantel,Lars C.Wolf.On The Impact of Delay on Real-Time Multiplayer Games[C].Proceedings of the 12th International Workshop on Network and Operating Systems Support for Digital Audio and Video,2002:23-29
    [33]Eric Cronin,Burton Filstrup.An Efficient Synchronization Mechanism for Mirrored game Architecture[C].Proceedings of the First Workshop on Network and System Support for Games,2002:67-73
    [34]郁志辉,李三立,陈渝,等.网格计算及其原型实现研究[J].计算机科学,2002,29(8)
    [35]徐志伟,冯百明,李伟.网格计算技术[M].北京:电子工业出版社,2004
    [36]孙培德.网格计算的研究新进展[J].计算机工程与应用,2003(16):65-69
    [37]罗作民,张景,李军怀,等.网格计算及其关键技术综述[J].计算机工程与应用,2003,30:18-22
    [38]Joshy Joseph Craig Fellenstein 著.Grid Computing(影印版)[M].北京:清华大学出版社,2005,1
    [39]Tianqi Wang,Cho-Li Wang,Francis C.M.Lau.A Grid-enabled Multi-server Network Game Architecture[C].The 3rd International Conference on Application and Development of Computer Games(ADCOG 2004),HK,April,2004:26-27
    [40]D.Saha,S.Sahu,A.Shaikh.A Service Platform for On-Line Games[C].Proceedings of the 2nd workshop on Network and system,2003:180-184
    [41]石祥滨,邢元胜,王谦,等.一种支持MMOG的MMOGGRID网格体系结构[J].小型微型计算机系统,2006,10
    [42]A.Shaikh,S.Sahu,M.Rosu,et al.Implementation of a Service Platform for Online Games[J].Proceedings of ACM SIGCOMM 2004 workshops on NetGames 04,2004
    [43]S.Aggarwal,J.Christofoli,S.Mukherjee,et al.Authority assignment in distributed mufti-player proxy-based games[C].In Proc.Of 5th ACM SIGCOMM workshop on Network and system support for games,2006:Article No.5
    [44]Butterfly.net[EB/OL].http://www-900.ibm.com/cn/smb/industries/media/medent butterfly _3_ c.shtml
    [45]I.Foster,C.Kesselman,S.Tuecke.The Anatomy of the Grid:Enabling Scalable Virtual Organizations[J].International Supercomputer Applications,15(3),2001
    [46]Chris Chambers,Wu-chang Feng,Wu-chi Feng,et al.Mitigating Information Exposure to Cheaters in Real-Time Strategy Games[C].In Proceedings of NOSSDAV 2005,June,2005

© 2004-2018 中国地质图书馆版权所有 京ICP备05064691号 京公网安备11010802017129号

地址:北京市海淀区学院路29号 邮编:100083

电话:办公室:(+86 10)66554848;文献借阅、咨询服务、科技查新:66554700