Distributed Bomberman Game

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Enrico Ferraiolo  •  Daniele Romanella
abstract

We present a distributed, real-time Bomberman system designed for multi-player gameplay with scalability and fault tolerance. The architecture is split into two layers: a hub layer responsible for matchmaking and cluster coordination, and a room layer that executes the authoritative game loop. The hub server adopts an AP-oriented design, using UDP-based gossip to disseminate room availability and peer liveness without centralized coordination. The room server is CP-oriented, running a deterministic tick loop over a TCP and Protocol Buffers protocol to ensure consistent state across clients. The client is protocol-driven and renders the game as an ASCII interface. The system supports transient failure handling through bounded reconnection windows and state snapshotting, keeping matches stable under brief network interruptions. A Kubernetes-based deployment is used for hub scalability and room provisioning. The result is a coherent distributed design that balances availability with strong consistency at the game engine.

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