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Method for storage server assignment at the game server environment

IP.com Disclosure Number: IPCOM000238018D
Publication Date: 2014-Jul-25
Document File: 7 page(s) / 90K

Publishing Venue

The IP.com Prior Art Database

Abstract

Described is a method for optimal determination of storage server assignment to execute a module of a game in a multi player centralized game server environment

This text was extracted from a PDF file.
This is the abbreviated version, containing approximately 29% of the total text.

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Method for storage server assignment at the game server environment

Multi-player game


A multiplayer video game is one which more than one person can play in the same game environment at the same time. Multiplayer components allow players to enjoy interaction with other individuals, be it in the form of partnership, competition or rivalry, and provide them with
a form of social communication that is almost always missing in single-player oriented games. In a variety of different multiplayer game types, players may individually compete against two or more human contestants, work cooperatively with a human partner(s) in order to achieve a common goal, supervise activities of other players, or engage in a game type that incorporates any possible combination of the above.

Game Server


A game server (sometimes host or shard) is a server which is the authoritative source of events in a multiplayer video game. The server transmits enough data about its internal state to allow its connected clients to maintain their own accurate version of the game world for display to

players, while also receiving and processing each player's input.

The client acts as a viewport into the server's state and passes primitive commands such as button presses and movement commands to the server. Because this architecture allows most of the game state computation to be performed on the server, there is no consistency problem.

Data Prefetching in Gaming architecture


Data prefetching is a data access latency hiding technique, which decouples and overlaps data transfers and computation. Rather than on demand access, data prefetching predicts future data accesses, initiates a data fetch, and brings the data closer to the computing processor before it is requested. A data prefetching strategy has to consider various issues in order to mask data access latency efficiently. It should be able to predict future accesses accurately and to move the

predicted data from its source to destination in time.

Currently, game client applications performs data prefetching

There are gaming research works which predicts what is going to be next scene and based on

Player Term inal

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3

G am e S erver

2 4

1 3

Virtual G am e Scene

2

4

1


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that prefetch the data in advance at game user side.

Game Server Cloud Storage Architecture

1

2 3

4

5 6

Game Users

ServerNode Assignment Logic

Processing Logic

Processing Logic

Processing Logic

Cache

Cache

Cache

Local Storage

Local Storage

Local Storage

Server Node1

Server Node2

Server Node3

Shared Storage

Game Server Cloud Storage Management

Scene data for the data consists

 Processing Logic:
o What is next if user takes some action at current scene place
o Effect of another user's action who is in the same scene


 Audio Sounds


 Visual background: in terms videos and images

As shown in the figure, Game server in the cloud will have multiple server nodes. Each server node will have Processing logic, Cache, local storage attached to it....