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IBM Testing New Grid Technology with Quake 2

boschmorden writes "In conjunction with IBM, a group of college students from the University of Wisconsin developed GameGrid, a derivative of IBM's OptimalGrid effort. The students adapted the open-source version of id Software's Quake 2 first-person shooter, and attempted to scale it across the grid to stress the system." IBM is also planning on developing Quake 2 bots to take advantage of the system.

50 of 188 comments (clear)

  1. Can you? by Surak · · Score: 4, Funny

    Can you imagine .... oh wait, those Beowulf jokes are WAYYY outdated aren't they? Can you imagine if we had a GRID of those? :)

    1. Re:Can you? by boogy+nightmare · · Score: 3, Funny

      I for one welcome our new....... nope, bugger that ones out of date as well...

      quick someone think of something new and witty.

      S

      --
      Kingdom of Loathing (www.kingdomofloathing.com) Addicted is me
    2. Re:Can you? by matt_wilts · · Score: 3, Funny

      quick someone think of something new and witty.

      you're new round here, aren't you?

      Bugger, that's no good either!

    3. Re:Can you? by bytesmythe · · Score: 2, Funny

      Umm... they would have started the project earlier, but they got tired of waiting for Duke Nukem Forever?

      No? Damn...

      --
      bytesmythe
      Hypocrisy is the resin that holds the plywood of society together.
      -- Scott Meyer
    4. Re:Can you? by InfoVore · · Score: 2, Funny

      How about from TRON:

      "I'm going to have to put you on the GameGrid."

      I.V.

      --
      "These laws they're passing won't even compile anymore, let alone execute." - anon
  2. IBM wants stress testing ? by Rosco+P.+Coltrane · · Score: 5, Funny

    IBM Corp. has begun a real-world test of its grid-computing system by turning to a familiar geek pastime: games.

    I'd have hosted Slashdot instead. Or updates.microsoft.com.

    --
    "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
    1. Re:IBM wants stress testing ? by Gherald · · Score: 4, Insightful

      So you don't think hosting Slashdot itself takes more resources than hosting a site Slashdot links to?

      I'll have some of whatever you are having.

    2. Re:IBM wants stress testing ? by Eythian · · Score: 3, Funny

      Or updates.microsoft.com

      I find your assumption that people update windows machines amusing.

      Oh, wait. People don't. Viruses do it nowadays :)

    3. Re:IBM wants stress testing ? by G-funk · · Score: 2, Funny

      I believe (too lazy to read the low score posts) he meant to say "hosed" not hosted.

      --
      Send lawyers, guns, and money!
    4. Re:IBM wants stress testing ? by GT_Alias · · Score: 2, Insightful
      I'm not sure web serving would ideally test this (I know it's a joke...I'm just wondering about this...). The article mentioned how the software would load balance the servers in the case of something happening like all of the players gathering in one corner of the map. Whereas in a typical system this might overload the server that was responsible for that portion of the map, the software would now spread out the load so that several of the servers would divide up the load for the one part of the map.

      Seems to me that web serving would stay pretty balanced...no ONE server would suddenly have a spike over all the others, assuming the front-end load balancing was just cycling through the servers with each incoming request.

  3. All bots are now by Trigun · · Score: 5, Funny

    Giant blue gorillas with six million hit points, deadly accuracy, and are backed by a legion of undead lawyers.

    1. Re:All bots are now by Xpilot · · Score: 2, Funny

      Giant blue gorillas with six million hit points, deadly accuracy, and are backed by a legion of undead lawyers.

      And SCO is a puny little cockroach who tried to take them down.

      --
      "Backups are for wimps. Real men upload their data to an FTP site and have everyone else mirror it." -- Linus Torvalds
  4. sounds like nascent skynet by lingqi · · Score: 2, Interesting

    bots that runs on distributed clusters, designed to take out humans in a simulated environment... hmmmm

    if we arm them (the programs) with paintball guns we can do simulated battles from the terminator universe.

    or until they get a hold of some real firepower and this becomes a real version of the terminator universe...

    Either way I for one look forward to a beowulf cluster of these steel and wire overlords, yeah?

    --

    My life in the land of the rising sun.

    1. Re:sounds like nascent skynet by 10Ghz · · Score: 2, Funny
      Either way I for one look forward to a beowulf cluster of these steel and wire overlords, yeah?


      As a trusted Slashdot-personality I can help them with rounding up others to toil in their CPU-fabs.
      --
      Lesbian Nazi Hookers Abducted by UFOs and Forced Into Weight Loss Programs - -all next week on Town Talk.
  5. Yes but by Salsaman · · Score: 4, Funny
    they forgot the most important question of all:

    How many fps were they getting ?

    1. Re:Yes but by kasperd · · Score: 2, Insightful

      How many fps were they getting ?

      FPS are overrated. I once saw a person claiming he could tell the difference between 500 and 1000 FPS on a 100Hz monitor, yeah right. More FPS than your monitor can display is simply waste. When you can render enough FPS, the only improvement left to make is better timing. That requires help from the gfx hardware, nothing difficult though, the Amiga could do it 15-20 years ago or something like that.

      --

      Do you care about the security of your wireless mouse?
    2. Re:Yes but by CaseyB · · Score: 2, Insightful
      When you can render enough FPS, the only improvement left to make...

      Right, because we will never want better image quality than Quake 2.

      ... is better timing. That requires help from the gfx hardware, nothing difficult though, the Amiga could do it 15-20 years ago or something like that.

      Timing? Yeah, it's called vertical synchronization and double or triple buffering, and every graphics card in existence has it.

  6. not a completely new idea by jackb_guppy · · Score: 4, Interesting

    I know of large company that install quake servers 6 years ago to help balance 3 T3 lines. The quake servers (w/ players) gave a continous load that was easy to define and route, which helped in supporting a very large website.

    1. Re:not a completely new idea by lovebyte · · Score: 5, Funny

      I remember when in the mid-90's we used to call playing doom and later quake : Network testing

      --

      I'll do it for cheesy poofs.

    2. Re:not a completely new idea by tolan-b · · Score: 2, Interesting

      actually on win95 when you can't work out whether you have no connection or whether the install is screwed it's suprising how often quake would work when no other network software would..

  7. Re:The Rights of Software ? by Gherald · · Score: 2, Interesting

    > At what point do you have a responsibility to the code that you spawned

    Obviously a troll, but I'd say my criteria is "self awareness." That's all that is important.

  8. Old news.... by jdreed1024 · · Score: 4, Funny

    Bah, they had game grids back in 1982. I bet IBM's version doesn't have lightcycles, either. Yeesh, get with the times, IBM...

    --
    There is no sig, there is only Zuul.
  9. Acid test by Zog+The+Undeniable · · Score: 5, Interesting
    Line all the players up and have one of them fire a railgun through the remainder [1]. Allegedly someone tried this at a LAN with 64 players and the server crashed. The problem is that the server has to send 4,032 death messages instantaneously. With 250 players it would have to do 62,250.

    [1] for the uninitiated, a Quake 2 railgun slug keeps going through any number of targets until it hits a wall or other part of the scenery.

    --
    When I am king, you will be first against the wall.
    1. Re:Acid test by llamalicious · · Score: 2, Interesting

      Easier, you want to lag the thing?

      Setup a server and don't limit the number of projectiles used by the hyperblaster.

      Give every player an HB and unlimited ammo. Tell them to run around shooting those all over... that'll lag the grid.

      Of course, some of that is bandwidth driven... but, a good test nonetheless.

    2. Re:Acid test by iainl · · Score: 2, Insightful

      Its because 63 'playerx died' messages each need to be sent to all 64 players. 63x64=4032

      Personally, I'd be more concerned with the 63 loads of gibbed players the remaining one has to draw on screen at once, but there you go.

      --
      "I Know You Are But What Am I?"
    3. Re:Acid test by blane.bramble · · Score: 2, Informative

      Each players death has to be reported to each player. So each player will receive 63 death messages (presumably one for each of the other 62 dead players, and one for themself, except the shooter who gets 63 death messages). 63 x 64 = 4032.

    4. Re:Acid test by Boing · · Score: 3, Insightful
      So what? Lets say that the death message is "[DC]_-Oob3rL33tS7ud-_ got a hole in the head". That's 44 bytes, assuming ASCII. Let's also assume that each death message is the same length, for simplicity's sake.

      Server: 4032 x 44 = 177408 = 173.25k that has to be sent out in a timely manner ("instantaneously" is a bit misleading). That's a lot to have to transmit quickly, but any server running on a decent pipeline should be able to manage it in 5 seconds or so.

      Clients: 63 x 44 = 2772 = 2.7k. Even 56k modems can get this in no time.

      I know there's a lot of other crap being sent over the line, but the worst that scenario should mean would be a few seconds of lag in the game while the server got back up to speed. What would really kill everything would be trying to model all of the gibs' physics all of a sudden, while simultaneously adding newly spawned players with new weapons.

    5. Re:Acid test by abe+ferlman · · Score: 2, Funny

      Has there ever been a Clue mod for quake2?

      "Col. Mustard got bored with life, with the candlestick, in the ballroom..."

      --
      microsoftword.mp3 - it doesn't care that they're not words...
  10. Re:A Test? Riiiight. by sperling · · Score: 5, Interesting

    Chess software just requires massive processing. The whole point with this grid is to be able to do real-time simulations, and any decent game is exactly that.
    They got a point though, this is more suited for MMORPGs, I'd believe any modern MMORPG would use some sort of clustering solution. The response times they mention seem decent, but I can't help but wonder what they'll look like in a real scenario with a few thousand players and a limited hardware budget.

    We're doing something similar here at work, but I'd be fired in an instant if I spent 8 servers to sustain 80 users...

    --
    The next great MMORPG.
  11. Re:80 Users by Trigun · · Score: 3, Funny

    80 normal users don't stress the system, but 80 l337 |-|4>0rZ armed with the latest aimbot technology, scraming "I h8 K4mP3rz! D347h 2 4ll, \/\/3 4r3 1337!" would stress even the most well constructed system.

  12. 50 microseconds.. yeah! by MikeHunt69 · · Score: 2, Interesting
    Sounded good, until I got to this bit:

    When doing so, IBM's GameGrid software typically operated with latencies of 50 microseconds or less, according to Hammer.

    I hope thats a typo..

    1. Re:50 microseconds.. yeah! by sperling · · Score: 2, Informative

      It's not a typo. 1 microsec = 1/1000th milisec, and 50 microsec response time is way fast enough, if the number is anything but pure theory in an optimized scenario.

      --
      The next great MMORPG.
    2. Re:50 microseconds.. yeah! by Max+Romantschuk · · Score: 2, Informative

      When doing so, IBM's GameGrid software typically operated with latencies of 50 microseconds or less, according to Hammer.

      I hope thats a typo..

      Why? A microsecond is a millionth of a second, fifty should't be that long :)

      --
      .: Max Romantschuk :: http://max.romantschuk.fi/
    3. Re:50 microseconds.. yeah! by dago · · Score: 2, Insightful

      or just use google math

      --
      #include "coucou.h"
    4. Re:50 microseconds.. yeah! by bethenco · · Score: 3, Informative

      Yes, that's a typo. We said 50 milliseconds. 50 us is ludicrous if you understand what is happening. 50 ms is actually pretty decent though. Quake II only generates server frames every 100 ms, so if the transfer occurs between them, it's essentially perfect.

      John Bethencourt (one of the developers of GameGrid)

  13. Re:A Test? Riiiight. by koniosis · · Score: 3, Informative

    Like calculating PI to the most possible decimal places, or prime number calculations? The only problem with these is its hard to spread the processing power, but with games theres lots of dfiferent things to spread, like graphics, sound, AI so you can take advantage of the cluster where as calculating decial places can require one machine in a cluster to finish before another can start, thus being a bad test.

    --
    I spent ages trying to think of sig, but never did :(
  14. UDP/TCP by Zog+The+Undeniable · · Score: 4, Informative
    Quake and all its descendants use UDP. While this is faster than TCP, packets are inevitably lost but the game is designed to cope with this - it just picks up player positions again from the next packet that arrives, which occasionally gives jerky play (the impression to the player is of a very high ping).

    Data-critical processes - that's most real-world applications - have to use TCP to ensure completeness of transmission, so maybe this isn't the best test for the grid?

    --
    When I am king, you will be first against the wall.
  15. Slasdot them by Siener · · Score: 3, Insightful

    Seems like there main problem was that they did not get enough people connected simultaniosly to really put the system under any kind of stress. They should announce the next test on /. - I'm sure they'll get more than 80 users then.

  16. Re:The Rights of Software ? by glwtta · · Score: 3, Funny
    At what point do you have a responsibility to the code that you spawned

    Easy - when it starts complaining. That's the most reliable Turing test there is.

    On a related note, I would suggest you watch a little less scifi, and maybe take a programming class or something.

    --
    sic transit gloria mundi
  17. Ahh, the memories... by Andy+Dodd · · Score: 2, Funny

    We did quite a lot of "network load testing" back in high school.

    --
    retrorocket.o not found, launch anyway?
  18. Having trouble generating a load? by Cooper_007 · · Score: 2, Insightful
    At no time were there more than 80 players connected?

    If that really was a problem they should've just hooked it up to the internet and put an invitation up on some game sites. Surely IBM can foot the bandwidth bill that would result from it.

  19. Re:server/server vs. client/server by PainKilleR-CE · · Score: 2, Informative

    Most current games also use some retransmission while still using UDP, as well. The key is that you have much more control over the overhead if you build your own retransmission protocol in UDP packets than if you let TCP do it for you.

    --
    -PainKilleR-[CE]
  20. Lame Matrix Reference by vgaphil · · Score: 3, Funny

    IBM is also planning on developing Quake 2 bots to take advantage of the system

    Dont't they mean "agents".

    "The Internet is a fad" -WB

    --
    A clever person solves a problem. A wise person avoids it. -- Einstein
  21. Re:A Test? Riiiight. by orb_fan · · Score: 2, Insightful

    This wouldn't test the system - the whole point, and unfortunately this was buried near the bottom of the article, is that the grid could repartition the map to ensure that no one node got swamped. The grid also has to move date between the nodes so that the game state was consistent between nodes - something that a chess analysis problem wouldn't need to do.

    It might well be the case that this is a solution waiting for a problem.

  22. In related news... by Anonymous Coward · · Score: 2, Funny

    Quake II was ported to .NET!

    http://www.vertigosoftware.com/Quake2.htm
    or
    h ttp://msdn.microsoft.com/visualc/quake/

  23. Well, by way2trivial · · Score: 2, Insightful
    than hosting a site Slashdot links to?
    in terms of actual pages served up? obviously slashdot serves more pages than it's membership goes off site to read

    in terms of bytes? slashdot is rather low bandwidth-

    99 %text NO photograph complex jpgs.. no avi's or mpegs..

    it's quite possible that /. server does not have requirements nearly as intense as some sites that /. manages to swamp

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  24. got it! by Anonymous Coward · · Score: 3, Funny

    In Corporate America, the Grid fails YOU!

  25. More Details by lkaos · · Score: 4, Informative

    This was actually an Extreme Blue project this summer. In fact, it was out of the Almaden lab.

    Extreme Blue is a program where IBM hires three CS college students and one MBA student to work on exciting new technologies. The official party line is that Extreme Blue is IBM's incubator for talent, technology, and business innovation.

    Lots of cool things come out of Extreme Blue. They ran an IBM-wide test of this Quake2 grid thing. It was pretty cool...

    --
    int func(int a);
    func((b += 3, b));
  26. Shared-world development? by Selanit · · Score: 3, Insightful
    The article says:
    GameGrid dynamically partitions areas of the game map, including players and objects, onto different servers. If a player or object, such as a rocket, moves from one server to another, the first server sends the player's state--the player's name, vector, velocity, and statistics--from one server to the next. [. . .] Even if a player isn't physically "on" a server, he must still be able to "see" objects stored on another. The Quake code determines the state of the world every tenth of a second, Bethencourt said.
    Could this (or something like it) be used in a user-constructed world? I'm thinking of Active Worlds and similar sorts of software, where people log in, and can then alter the landscape or build things using pre-defined shapes and textures. Kind of like Legos, only you can't step on 'em in the dark.

    Anyway, would it be feasible to run such a thing using a grid? Currently, the size of such a shared world is limited by the power of the server on which it is hosted. Alphaworld, the largest world in the Active Worlds universe, is only about the size of California. But if you were using a grid, you could then theoretically expand the world by adding more nodes to handle more real estate. (Or virtual estate, rather.)

    If you could find a situation with low enough latency, individuals could even provide their own nodes, adding new territory to the fringes of an existing world. Neaaaat.
  27. Play is Slow by Josuah · · Score: 3, Informative

    A friend of mine play-tested the GameGrid but found that it didn't play very well. Instead of mapping sections of a larger map onto servers, it seemed to map sections of individual rooms onto servers. This meant you hopped servers fairly often, instead of just when moving from one large area to the next (probably the right thing to do overall, to avoid massive load during huge combat). But the problem was an extremely noticeable lag when crossing those boundaries, making the game all but unplayable.

    Anyway, this is the feedback he gave me after he tried it. I didn't have time to try it myself during the short play-testing phase they had.