In this year's lab course, we explore peer-to-peer mechanisms for state management in multiplayer online games. The virtual worlds of such games typically contain lots of objects, each having its own (modifiable) state. With the peer-to-peer approach, the game state is not managed centrally on a server, but distributed and replicated over all participating peers, avoiding the central single point of failure.
The peer-to-peer approach, however, has several challenges, such as:
- concurrent access to state,
- leaving and failing peers (churn),
- unbalanced load, and others.
Some the relevant issues are:
- agreement
- backup and failover
- load balancing
- scalability
Meetings and Slides
| Initial Meeting | 25.04., 9:50-11:30, E203 | Introduction & Organization | Slides (PDF) |
| Phase 1 | 02.05., 9:50-11:30, E202 | Game concept, initial implementation | Slides (PDF) |
| Phase 2 | 16.05., 9:50-11:30, E202 | Region Management | Slides (PDF) |
| Phase 3 | 06.06., 9:50-11:30, E202 | ||
| Phase 4 | 20.06., 9:50-11:30, E202 | ||
| Phase 5 | 04.07., 9:50-11:30, E202 | ||
| Phase 6 | 18.07., 9:50-11:30, E202 | ||
| Final Presentation | 01.08., 9:50-11:30, E202 |
Registration
Please register via TUCaN or write us an email.Prerequisites
- Programming in Java or C++
- Creativity
- Willingness to work in a team
Goals
- Understanding the concept of peer-to-peer computing
- Implementing and testing large-scale network applications
- Successfully work in a team
Language
The lab will be held in English. All students' presentations and texts can either be in English or German (English preferred).


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