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Analyzing the effect of TCP and server population on massively multiplayer games (CROSBI ID 199558)

Prilog u časopisu | izvorni znanstveni rad | međunarodna recenzija

Sužnjević, Mirko ; Saldana, Jose ; Matijašević, Maja ; Fernández-Navajas, Julián ; Ruiz-Mas, José Analyzing the effect of TCP and server population on massively multiplayer games // International Journal of Computer Games Technology, 2014 (2014), 1-17. doi: 10.1155/2014/602403

Podaci o odgovornosti

Sužnjević, Mirko ; Saldana, Jose ; Matijašević, Maja ; Fernández-Navajas, Julián ; Ruiz-Mas, José

engleski

Analyzing the effect of TCP and server population on massively multiplayer games

Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that, while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows, and that TCP SACK is more respectful with game flows than other TCP variants, namely Tahoe, Reno and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows.

MMORPG; traffic modelling; online gaming; player behaviour; TCP

ISSN: 1687-7047 (Print) ISSN: 1687-7055 (Online) DOI: 10.1155/2952

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Podaci o izdanju

2014

2014.

1-17

objavljeno

1687-7047

1687-7055

10.1155/2014/602403

Povezanost rada

Elektrotehnika, Računarstvo

Poveznice
Indeksiranost