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	<title>Comments on: MMO games are still screwed up in their database technology</title>
	<atom:link href="http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/</link>
	<description>Choices in data management and analysis</description>
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	<item>
		<title>By: Joe Hellerstein</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-126919</link>
		<dc:creator>Joe Hellerstein</dc:creator>
		<pubDate>Thu, 25 Jun 2009 00:53:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-126919</guid>
		<description>ack.. here&#039;s that link again to the &lt;a&gt;Cornell Data-Driven Games&lt;/a&gt; project....</description>
		<content:encoded><![CDATA[<p>ack.. here&#8217;s that link again to the <a>Cornell Data-Driven Games</a> project&#8230;.</p>
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		<title>By: Joe Hellerstein</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-126917</link>
		<dc:creator>Joe Hellerstein</dc:creator>
		<pubDate>Thu, 25 Jun 2009 00:52:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-126917</guid>
		<description>Have a look at some very interesting &lt;a href=&quot;http://www.cs.cornell.edu/bigreddata/games/&quot;research out of Cornell in recent years on declarative (read: data-centric) approaches to programming game AI on a massive scale.  This is consistent with a &lt;a href=&quot;http://www.cccblog.org/2008/10/20/the-data-centric-gambit/&quot; rel=&quot;nofollow&quot;&gt;general trend toward declarative programming&lt;/a&gt; in research on achieving the next generation of scalable software.</description>
		<content:encoded><![CDATA[<p>Have a look at some very interesting &lt;a href=&#8221;http://www.cs.cornell.edu/bigreddata/games/&#8221;research out of Cornell in recent years on declarative (read: data-centric) approaches to programming game AI on a massive scale.  This is consistent with a <a href="http://www.cccblog.org/2008/10/20/the-data-centric-gambit/" rel="nofollow">general trend toward declarative programming</a> in research on achieving the next generation of scalable software.</p>
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		<title>By: Ben Werther</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-125617</link>
		<dc:creator>Ben Werther</dc:creator>
		<pubDate>Wed, 17 Jun 2009 02:25:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-125617</guid>
		<description>This isn&#039;t really DBMS related at all, but is kind of on topic--

There is a way to mostly escape the &quot;choose 2 of the above&quot; (in the previous comment). 
When I was at There.com, Ken Duda (now VP of Eng at Arista) conceived of one of the most impressive pieces of technology I&#039;ve ever come across - a massively scalable distributed physics simulation engine for MMOGs. 

The servers would run the simulation and maintain the true state of the world (allowing high security). All clients would also simulate locally based on all the information they&#039;d received. The challenge is how to hide latency so that everything moves smoothly but the user can control their avatar interactively without waiting for a round trip back from the server. The magic was a &#039;relativistic&#039; model where objects further away from the user would run at the server&#039;s clock, while anything closer to the user would shift into his local extrapolated timeframe. This means that everything runs smoothly without snapping, except in the case where two users&#039; actions interact at close quarters in a way that conflict (and so they snap when the server tells them what really happened).

With this model a user could play billiards in an MMOG with no local latency and fully correct collisions from the perspective of all observers. Only if two players hit balls within a few hundred milliseconds of each other would there be a chance for a momentary snap until each received each other&#039;s event from the server. Amazing technology -- and ahead of anything since as far as I&#039;m aware.

http://www.google.com/patents?id=ZmUOAAAAEBAJ</description>
		<content:encoded><![CDATA[<p>This isn&#8217;t really DBMS related at all, but is kind of on topic&#8211;</p>
<p>There is a way to mostly escape the &#8220;choose 2 of the above&#8221; (in the previous comment).<br />
When I was at There.com, Ken Duda (now VP of Eng at Arista) conceived of one of the most impressive pieces of technology I&#8217;ve ever come across &#8211; a massively scalable distributed physics simulation engine for MMOGs. </p>
<p>The servers would run the simulation and maintain the true state of the world (allowing high security). All clients would also simulate locally based on all the information they&#8217;d received. The challenge is how to hide latency so that everything moves smoothly but the user can control their avatar interactively without waiting for a round trip back from the server. The magic was a &#8216;relativistic&#8217; model where objects further away from the user would run at the server&#8217;s clock, while anything closer to the user would shift into his local extrapolated timeframe. This means that everything runs smoothly without snapping, except in the case where two users&#8217; actions interact at close quarters in a way that conflict (and so they snap when the server tells them what really happened).</p>
<p>With this model a user could play billiards in an MMOG with no local latency and fully correct collisions from the perspective of all observers. Only if two players hit balls within a few hundred milliseconds of each other would there be a chance for a momentary snap until each received each other&#8217;s event from the server. Amazing technology &#8212; and ahead of anything since as far as I&#8217;m aware.</p>
<p><a href="http://www.google.com/patents?id=ZmUOAAAAEBAJ" rel="nofollow">http://www.google.com/patents?id=ZmUOAAAAEBAJ</a></p>
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		<title>By: Curt Monash</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-125605</link>
		<dc:creator>Curt Monash</dc:creator>
		<pubDate>Wed, 17 Jun 2009 02:03:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-125605</guid>
		<description>That&#039;s actually covered in one of my articles on Guild Wars, if you follow the links.

But classical DBMS transactions would seem to meet the test.</description>
		<content:encoded><![CDATA[<p>That&#8217;s actually covered in one of my articles on Guild Wars, if you follow the links.</p>
<p>But classical DBMS transactions would seem to meet the test.</p>
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		<title>By: Pete Mancini</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-125603</link>
		<dc:creator>Pete Mancini</dc:creator>
		<pubDate>Wed, 17 Jun 2009 01:53:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-125603</guid>
		<description>There is an additional dimension here that you are forgetting about. MMOs have to contend with active and malicious hackers. These dudes are active 24/7 trying to hack the game so they can win fights, have more loot, etc. A lot of rational technology fixes have to be thrown out completely because they open the door for the hackers to cause trouble. With in-game items selling for ACTUAL MONEY on sites like eBay there is plenty of motive for the hacker. The problem domain is pretty intense and beyond the normal $50/hr programmer or outsourced programming shop in Bongolesia. So highly lag free, highly secure and no data loss is one of those &quot;choose 2 of the above&quot; questions right now. If you can get the first two and make is so that important individual information is replicated locally that would give a means for getting the third item (albeit after the fact when the Server and Client do a sync after high traffic.) I am sure the software engineers at these MMO companies are as hard pressed to solve the problem as you are living it by playing the games.</description>
		<content:encoded><![CDATA[<p>There is an additional dimension here that you are forgetting about. MMOs have to contend with active and malicious hackers. These dudes are active 24/7 trying to hack the game so they can win fights, have more loot, etc. A lot of rational technology fixes have to be thrown out completely because they open the door for the hackers to cause trouble. With in-game items selling for ACTUAL MONEY on sites like eBay there is plenty of motive for the hacker. The problem domain is pretty intense and beyond the normal $50/hr programmer or outsourced programming shop in Bongolesia. So highly lag free, highly secure and no data loss is one of those &#8220;choose 2 of the above&#8221; questions right now. If you can get the first two and make is so that important individual information is replicated locally that would give a means for getting the third item (albeit after the fact when the Server and Client do a sync after high traffic.) I am sure the software engineers at these MMO companies are as hard pressed to solve the problem as you are living it by playing the games.</p>
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	<item>
		<title>By: Curt Monash</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-125567</link>
		<dc:creator>Curt Monash</dc:creator>
		<pubDate>Tue, 16 Jun 2009 17:22:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-125567</guid>
		<description>There&#039;s a thread on the LOTRO forums based on this post, but so far it&#039;s generated more heat than light.

http://forums.lotro.com/showthread.php?t=273641</description>
		<content:encoded><![CDATA[<p>There&#8217;s a thread on the LOTRO forums based on this post, but so far it&#8217;s generated more heat than light.</p>
<p><a href="http://forums.lotro.com/showthread.php?t=273641" rel="nofollow">http://forums.lotro.com/showthread.php?t=273641</a></p>
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	<item>
		<title>By: Curt Monash</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-125545</link>
		<dc:creator>Curt Monash</dc:creator>
		<pubDate>Tue, 16 Jun 2009 10:57:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-125545</guid>
		<description>True, Dan, and up to a point &quot;rubber-banding&quot; is tolerated by players, if recent actions are lost.

LOTRO sometimes loses 15 minutes or more of play at a time. I never experienced more than half a minute or so of loss on Guild Wars.

Anyhow, I think the parts of LOTRO that are like OLTP transactions are sent out to different subsystems and perhaps different physical servers. And latency on them is often at the very annoying finger-tapping level.</description>
		<content:encoded><![CDATA[<p>True, Dan, and up to a point &#8220;rubber-banding&#8221; is tolerated by players, if recent actions are lost.</p>
<p>LOTRO sometimes loses 15 minutes or more of play at a time. I never experienced more than half a minute or so of loss on Guild Wars.</p>
<p>Anyhow, I think the parts of LOTRO that are like OLTP transactions are sent out to different subsystems and perhaps different physical servers. And latency on them is often at the very annoying finger-tapping level.</p>
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		<title>By: Daniel Weinreb</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-125543</link>
		<dc:creator>Daniel Weinreb</dc:creator>
		<pubDate>Tue, 16 Jun 2009 10:16:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-125543</guid>
		<description>But just moving a player from point A to point A + delta does not, and that&#039;s what has the most stringent latency requirements.</description>
		<content:encoded><![CDATA[<p>But just moving a player from point A to point A + delta does not, and that&#8217;s what has the most stringent latency requirements.</p>
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		<title>By: Curt Monash</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-125439</link>
		<dc:creator>Curt Monash</dc:creator>
		<pubDate>Mon, 15 Jun 2009 13:17:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-125439</guid>
		<description>Dan,

MMOs have what&#039;s described as an &quot;in-game economy&quot;, with manufacturing and retail transactions resembling those of real life. Those need to be ACID for the same reasons they need to be ACID in the real world.

CAM</description>
		<content:encoded><![CDATA[<p>Dan,</p>
<p>MMOs have what&#8217;s described as an &#8220;in-game economy&#8221;, with manufacturing and retail transactions resembling those of real life. Those need to be ACID for the same reasons they need to be ACID in the real world.</p>
<p>CAM</p>
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		<title>By: The database technology of Guild Wars &#124; DBMS2 -- DataBase Management System Services</title>
		<link>http://www.dbms2.com/2009/06/14/mmo-rpggames-database-technology/#comment-125434</link>
		<dc:creator>The database technology of Guild Wars &#124; DBMS2 -- DataBase Management System Services</dc:creator>
		<pubDate>Mon, 15 Jun 2009 12:08:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.dbms2.com/?p=812#comment-125434</guid>
		<description>[...] post on the database technology of Lord of the Rings Online and other MMOs.    Categories: Application areas, Games and virtual worlds, Microsoft and [...]</description>
		<content:encoded><![CDATA[<p>[...] post on the database technology of Lord of the Rings Online and other MMOs.    Categories: Application areas, Games and virtual worlds, Microsoft and [...]</p>
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