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:
- backup and failover
- load balancing
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||Planet Lab||Slides (PDF)|
|Phase 6||18.07., 9:50-11:30, E202|
|(Phase 7)||01.08., 9:50-11:30, E202|
|Final Presentation||14.08., 10:00-12:00, E202|
|Delivery of Report and Source Code||15.09., 23:59|
RegistrationPlease register via TUCaN or write us an email.
- Programming in Java or C++
- Willingness to work in a team
- Understanding the concept of peer-to-peer computing
- Implementing and testing large-scale network applications
- Successfully work in a team
The lab will be held in English. All students' presentations and texts can either be in English or German (English preferred).