Carlos Eduardo Benevides Bezerra

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—State-machine replication, a fundamental approach to designing fault-tolerant services, requires commands to be executed in the same order by all replicas. Moreover, command execution must be deterministic: each replica must produce the same output upon executing the same sequence of commands. These requirements usually result in single-threaded replicas,(More)
In a distributed MMOG (massively multiplayer online game) server architecture , the server nodes may become easily overloaded by the high demand from the players for state updates. Many works propose algorithms to distribute the load on the server nodes, but this load is usually defined as the number of players on each server, what is not an ideal measure.(More)
—State machine replication (SMR) is a well-known technique able to provide fault-tolerance. SMR consists of sequencing client requests and executing them against replicas in the same order; thanks to deterministic execution, every replica will reach the same state after the execution of each request. However, SMR is not scalable since any replica added to(More)
—Message ordering is one of the cornerstones of reliable distributed systems. However, some ordering guarantees , such as atomic order, are expensive to implement in terms of message delays. This paper presents Optimistic Atomic Multicast, a protocol that combines reduced latency and increased throughput. Messages can be delivered optimistically in a single(More)
Today's online services must meet strict availability and performance requirements. State machine repli-cation, one of the most fundamental approaches to increasing the availability of services without sacrificing strong consistency, provides configurable availability but limited performance scalability. Scal-able State Machine Replication (S-SMR) achieves(More)
In massively multiplayer online games (MMOGs) there is a great demand for high bandwidth connections with irregular access patterns. Such irregular demand is because players, who can vary from a few hundred to several tens of thousands, often occupy the virtual environment of the game in different ways with varying densities. Hence there is a great need for(More)