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Lecture 1
Introduction to CS4344
      11 January 2010




                         1
Ooi Wei Tsang
     AS6 05-14
ooiwt@comp.nus.edu.sg



                        2
About CS4344


               3
• To learn about technical issues and
  solutions in networked/mobile
  game development

• Complements CS4213 “Game
  Development”



                                        4
2 Hour Lecture
10am - 12noon



                 5
We are at the frontier of
       the topic



                            6
No perfect textbook for
this class. But we will use



                              7
SGD 180


          8
SGD 160


          9
10
Additional materials comes
from online resources and
     research papers.



                             11
So, don’t swallow everything
you read (and I say) without
           thinking.



                               12
CS4344 Assessment

Final Exam         Assignments         Quizzes/Midterm




             25%

                                 35%




                   40%




                                                         13
CS4344 Workload/Week (hours)

    Lecture       Prepare           Homework




                            2




              6
                                2




                                               14
More info about
assignments coming soon



                          15
http://blog.nus.edu.sg/cs4344/

                                 16
Student Feedback



                   17
Overall Opinion


     4
                  18
Likely Grade


 4.2
               19
Difficulty


3.7
            20
Questions?




             21
“Networked Games” ?




                      22
Games that involve more
   than one hosts
communicating over the
       network


                          23
24
Games that involve more
   than one player
communicating over the
    Internet/LAN


                          25
Turn-based Multi-player Games
                                26
Real-time Multi-player Games
http://www.gameslander.com/world-of-warcraft-game-review-94.phtml
                                                                    27
We focus on real-time
multi-player games in
       CS4344



                        28
MMORPG
http://www.gameslander.com/world-of-warcraft-game-review-94.phtml
                                                                    29
First Person Shooter
http://playstation3.files.wordpress.com/2005/12/Unreal-tournament-2007-screenshot4.jpg
                                                                                        30
Real-time Strategy Game
http://www.auran.com/games/images/frontline_fields_of_thunder/screenshots/large1.jpg
                                                                                      31
We focus on real-time
multi-player games in
       CS4344



                        32
and other similar
  applications



                    33
Military Training Simulator
http://www.defenselink.mil/transformation/images/photos/photo_archive/index_2005-05.html
                                                                                           34
Networked Virtual Environment
 http://www.archiveshub.ac.uk/blog/2007_04_01_archiveshubblog_archive.html
                                                                             35
interactive,
distributed simulations

                          36
An Abstract Model for
 Networked Games



                        37
A generic loop for games


Collect Events


Simulate Game


   Render


    Wait

                            38
A generic loop for games


         Collect Events
events

                                     Game
         Simulate Game
                                     States
                          states

            Render


             Wait

                                              39
Can be viewed as a sequence of states that
 changes over time, in reaction to events.




                                  Time

              States




                                             40
A state can be discrete or continuous.




                                 Time

         State changes over time




                                         41
Example events: user input, timer, messages
           from other hosts.




                                   Time




                                              42
A host may send messages to other hosts.
     Message can be state or event.




                                 Time




                                           43
Example: Two-player Pong




States: position of peddles and ball
Events: movement

                                       44
A moves peddle   Ball hits peddle


Player A



Player B


                          B moves peddle

                                           45
Basic
Communication
 Architectures



                 46
Centralized Architecture




                           47
Client sends events to the server. Server
computes new states and updates clients with
new states.


  Player A


  Server


  Player B



                                               48
Client sends events to the server. Server
computes new states and updates clients with
new states.


  Player A


  Server


  Player B



                                               49
states

Simulate            Collect Events
           events
 Game
                                     Game
  or                                 States

 Game                  Render
 States

                        Wait




                                              50
“Smart” server, dumb clients



                 Role of server
                 Maintain states
                 Simulate games
                 Notify clients
                 Resolve conflicts




                                    51
Dumb server, smart clients


                Role of server
                Notify clients
                Resolve conflicts

                Role of clients
                Maintain states
                Simulate games




                                   52
Clients simulate and maintain states. Server
resolves conflicts and forwards events to
clients.


  Player A


  Server


  Player B



                                               53
Collect Events
         events
                                            Game
                  Simulate Game
                                            States
Server                             states

                     Render


                      Wait




                                                     54
Point-to-Point Architecture




                              55
Point-to-Point Architecture



                Role of clients
                Notify clients
                Resolve conflicts
                Maintain states
                Simulate games




                                   56
Clients simulate the game, maintain states, and
forward message to each other.


  Player A




  Player B



                                                  57
Collect    Collect

Game     Simulate              Game
                    Simulate
States                         States
         Render     Render

          Wait       Wait




                                        58
Maintaining consistency is not trivial.



Player A




Player B



                                          59
Centralized vs. Distributed




                              60
Design Requirements




                      61
Responsive

(reacts to player’s action)



                              62
Consistent

(players have the same view of
        the game state)


                                 63
Cheat Proof

(player cannot cheat)



                        64
Fair

(should be fair to all players)



                                  65
Resource Efficient

(minimal amount of network
traffic, CPU cycles, memory)


                              66
Scalable

(able to handle large number
          of players)


                               67
Robust

(able to handle failure
      gracefully)


                          68
Simple

(easy to implement/maintain)


                               69
Why Difficult?




                70
Internet is a
best-effort network



                      71
Packets take time to travel.




                               72
Packets can be dropped or corrupted




                X




                                      73
Ideally, updates should reach other players immediately,
          so that states are consistent at all time.




                                                           74
Delay and loss lead to inconsistent states.




                               X




                                              75
number of players
  can be huge



                    76
77
78
79
Huge cost in network/CPU resources




                                     80
players are competitive




                          81
Players cheat to gain advantage
http://www.msxsecurity.com/bbf21421.jpg
                                                       82
games should be
fair to all players



                      83
network delay and losses
large number of users
cheating


                           84
Latency
  Robustness
Conflict/Cheating
  Consistency
  Accounting
   Scalability
  Complexity

                   85

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