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Latency and scalability: a survey of issues and techniques for supporting networked games

机译:延迟和可扩展性:有关支持网络游戏的问题和技术的调查

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The popularity of on-line games that emphasize real-time interactivity is on the rise. A survey of issues and techniques for supporting on-line games is provided in this paper. Latency and scalability are two primary aspects on which this survey is based. Network latency heavily influences the design of on-line games with regards to the nature of interactivities involved, as well as, real-time flows such as voice and video if enhanced user immersive experiences are required. As a consequence, a trade-off between consistency and responsiveness, the two latency-related artifacts, is usually needed. This can be demonstrated through a number of latency compensation techniques presented in this paper, including the synchronization and optimistic approaches. To address the drawbacks of the current predominant client-server model, scalable architectures usually achieve scalability through the partition of either the physical or virtual world. In the case of distributed server design, this has resulted in systems such as the locale or proxy server architecture. In the peer-to-peer design, in addition to partition, hybrid system introduces the concept of 'super node' to allow the manageability in the overlay network. The latest peer-to-peer design emphasizes a structured approach such as the Pastry. Although such a design is not targeted for latency constraint applications, due to its unique features, experiments on hosting networked games on structured peer-to-peer network start to emerge.
机译:强调实时交互性的在线游戏的流行度正在上升。本文提供了有关支持在线游戏的问题和技术的概述。延迟和可伸缩性是此调查所基于的两个主要方面。如果需要增强的用户沉浸式体验,则网络延迟会严重影响在线游戏的设计,涉及所涉及的交互性以及实时流(例如语音和视频)的性质。结果,通常需要在一致性和响应性(这两个与延迟相关的工件)之间进行权衡。这可以通过本文介绍的许多延迟补偿技术来证明,包括同步和乐观方法。为了解决当前主要的客户端-服务器模型的缺点,可伸缩体系结构通常通过物理或虚拟世界的分区来实现可伸缩性。在分布式服务器设计的情况下,这导致了诸如语言环境或代理服务器体系结构之类的系统。在对等设计中,除分区外,混合系统还引入了“超级节点”的概念,以允许覆盖网络中的可管理性。最新的点对点设计强调了一种结构化方法,例如Pastry。尽管这种设计并非针对延迟约束应用,但由于其独特的功能,有关在结构化对等网络上托管网络游戏的实验开始出现。

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