Use of dynamic bounded regions to improve the scalability of decentralised online environments
Abstract
In a decentralised multi-user online virtual environment, object responsibility is efficiently allocated to a controlling peer. The virtual environment is divided into a plurality of cells, and control of each cell is allocated to a responsible peer. Each responsible peer participates in a distributed hash table (DHT) to effect integration of the cells to effect the virtual environment. When a communications and processing load on the responsible peer controlling a cell exceeds a threshold, a second peer creates and takes control responsibility for an object comprising a bounded interest management region covering a region of load. Within the bounded interest management region, objects are removed or de-associated from the associated cell and instead associated with the bounded interest management region.
Claims
exact text as granted — not AI-modified1 . A method for efficiently allocating object responsibility to a controlling peer in a decentralized multi-user online virtual environment, the method comprising:
dividing the virtual environment into a plurality of cells, and allocating control of each cell to a responsible peer, each responsible peer participating in a distributed hash table (DHT) to effect integration of the cells to effect the virtual environment; upon a communications and processing load on the responsible peer controlling a cell exceeding a threshold, a second peer creating and taking control responsibility for an object comprising a bounded interest management region covering a region of load; and within the bounded interest management region, removing objects from the associated cell and associating them with the bounded interest management region.
2 . The method of claim 1 wherein the bounded interest management (IM) region is configured to contain all objects in the load region, so as to reduce network traffic associated with DHT redundancy.
3 . The method of claim 1 wherein the size of the bounded IM region is altered as the region of load changes size over time.
4 . The method of claim 1 wherein the location of the bounded IM region is altered as objects within the region of load move over time.
5 . The method of claim 1 further providing for calving off of a second bounded IM region when objects within a first established IM region disperse beyond a maximum region size threshold.
6 . The method of claim 1 wherein two or more bounded IM regions which come into proximity are merged.
7 . The method of claim 1 wherein in the event of failure of a bounded IM region, associated objects are re-associated directly with the DHT.
8 . The method of claim 1 wherein the decentralized multi-user online virtual environment is a massively multiplayer online game (MMOG).
9 . A computer program product comprising computer program code means to make a computer execute a procedure for efficiently allocating object responsibility to a controlling peer in a decentralized multi-user online virtual environment, the computer program product comprising:
computer program code means for dividing the virtual environment into a plurality of cells, and for allocating control of each cell to a responsible peer, each responsible peer participating in a distributed hash table (DHT) to effect integration of the cells to effect the virtual environment; computer program code means for determining whether a communications and processing load on the responsible peer controlling a cell has exceeded a threshold, and if so causing a second peer to create and take control responsibility for an object comprising a bounded interest management region covering a region of load; and computer program code means for removing objects within the bounded interest management region from the associated cell and associating them with the bounded interest management region.
10 . The computer program product of claim 9 wherein the bounded interest management (IM) region is configured to contain all objects in the load region, so as to reduce network traffic associated with DHT redundancy.
11 . The computer program product of claim 9 wherein the size of the bounded IM region is altered as the region of load changes size over time.
12 . The computer program product of claim 9 wherein the location of the bounded IM region is altered as objects within the region of load move over time.
13 . The computer program product of claim 9 further providing for calving off of a second bounded IM region when objects within a first established IM region disperse beyond a maximum region size threshold.
14 . The computer program product of claim 9 wherein two or more bounded IM regions which come into proximity are merged.
15 . The computer program product of claim 9 wherein in the event of failure of a bounded IM region, associated objects are re-associated directly with the DHT.
16 . The computer program product of claim 9 wherein the decentralised multi-user online virtual environment is a massively multiplayer online game (MMOG).
17 . A system comprised of a plurality of network nodes configured to execute the method of claim 1 .
18 . A development platform software application enabling game developers to design multi-player online games in which object responsibility is allocated in accordance with the method of claim 1 .Join the waitlist — get patent alerts
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