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Detecting Synchronisation Problems in Networked Lockstep Games
KTH, School of Computer Science and Communication (CSC).
2016 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Upptäcka synkroniseringsproblem i nätverksuppkopplade lockstep-spel (Swedish)
Abstract [en]

The complexity associated with development of networked video games creates a need for tools for verifying a consistent player experience. Some networked games achieve consistency through the lockstep protocol, which requires identical execution of sent commands for players to stay synchronised.

In this project a method for testing networked multiplayer lockstep games for synchronisation problems related to nondeterministic behaviour is formulated and evaluated. An integrated fuzzing AI is constructed which tries to cause desynchronisation in the tested game and generate data for analysis using log files. Scripts are used for performing semi-automated test runs and parsing the data.

The results show that the test system has potential for finding synchronisation problems if the fuzzing AI is used in conjunction with the regular AI in the tested game, but not for finding the origins of said problems.

Abstract [sv]

Komplexiteten förenad med utveckling av nätverksuppkopplade dataspel skapar ett behov av verktyg för att verifiera en konsistent spelarupplevelse. Vissa nätverksspel hålls konsistenta med hjälp av lockstep-protokollet, vilket kräver identisk exekvering av skickade kommandon för att spelarna ska hållas synkroniserade.

I detta projekt formuleras och evalueras en metod för att testa om nätverksuppkopplade flerspelarspel lider av synkroniseringsproblem relaterade till ickedeterministiskt beteende. En integrerad fuzzing-AI konstrueras som försöka orsaka desynkronisering i det testade spelet och generera data för analys med hjälp av loggfiler. Skript används för att utföra halvautomatiserade testkörningar och tolka data.

Resultaten visar att testsystemet har potential för att hitta synkroniseringsproblem om fuzzing-AI:n används tillsammans med den vanliga AI:n i det testade spelet, men inte för att hitta de bakomliggande orsakerna till dessa problem.

Place, publisher, year, edition, pages
2016.
Keyword [en]
Detecting, Finding, Synchronisation, Desynchronisation, Out-of-Sync, Problems, Issues, Bugs, Errors, Network, Lockstep Protocol, Multiplayer, Video Games, Fuzzing, AI, Artificial Intelligence, Testing, Debugging, Nondeterminism, Log File Analysis, Dynamic Program Analysis, Test Automation, Checksums
National Category
Computer Science
Identifiers
URN: urn:nbn:se:kth:diva-189593OAI: oai:DiVA.org:kth-189593DiVA: diva2:947287
External cooperation
Paradox Development Studio
Subject / course
Computer Science
Educational program
Master of Science in Engineering - Computer Science and Technology
Supervisors
Examiners
Available from: 2016-07-07 Created: 2016-07-07 Last updated: 2016-07-22Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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