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BUILDING THE HALO 4 SERVICES WITH ORLEANS - Ore...

BUILDING THE HALO 4 SERVICES WITH ORLEANS - Oredev 2014

Halo 4 is a first-person shooter on the Xbox 360, with fast-paced, competitive gameplay. To complement the code on disc a set of services were developed and deployed in Azure to store player statistics, display player presence information, deliver daily challenges, modify playlists, catch cheaters and more. These services needed to support high demand, with low latency, and high availability. In this session will discuss some of the challenges faced while building this services, and how Orleans, Distributed Virtual Actors for Programmability and Scalability, was utilized to solve these problems.

Orleans paper link: http://research.microsoft.com/pubs/210931/Orleans-MSR-TR-2014-41.pdf

Caitie McCaffrey

November 06, 2014
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  1. Halo:CE - 6.43 million Halo 2 - 8.49 million Halo

    3 - 11.87 million Halo 3: ODST - 6.22 million Halo Reach - 9.52 million
  2. Actor Model A framework & basis for reasoning about concurrency

    A Universal Modular Actor Formalism for Artificial Intelligence ! Carl Hewitt, Peter Bishop, Richard Steiger (1973)
  3. Orleans “Orleans is a runtime and programming model for building

    distributed systems, based on the actor model” eXtreme Computing Group at Microsoft Research
  4. Immutability & Idempotency ! Player Game ! Player Game !

    Player Stats F( ! Player Game ! Player Game ! Player Game ) , , , ,
  5. “Orleans applications run at very high CPU Utilization. We have

    run load tests with full saturation … at 90%+ CPU utilization without any instability.”