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On the game server network selection with delay and delay variation constraints

机译:在具有延迟和延迟变化约束的游戏服务器网络上进行选择

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Recent advances in multimedia software and hardware technologies and the availability of high-speed Internet service have been instrumental for growth in the online gaming industry. Multiple servers distributed across the network are commonly used to provide the desired quality-of-service (QoS) for the network game in order to achieve a higher quality-of-experience (QoE) to the players (clients). Each player in this distributed multi-player gaming environment connects to a particular server and it distributes each of the actions to all other players through the servers they are connected to. We imagine the server network to be an overlay network, wherein the latency on a link between two servers is the latency of the Internet path connecting them. We assume that we are given an overlay network of servers with link latencies and a set of players each with a different latency to each of the servers. Now our goal is to develop algorithms that perform the following actions in such a way that delay related QoS constraints are satisfied: (a) choose a subnetwork of the server network (server network selection) and (b) assign each player to a server in the subnetwork (client-assignment). More specifically, the QoS constraints that we address in this paper are a bound on the maximum delay in propagating a player's move to all other players (delay bound) and a bound on the maximum difference in the arrival times of a player's move at all other players (delay-variation bound). We have provided polynomial-time heuristics to determine a minimal cardinality server network and the corresponding client-assignment that satisfy both delay bound and that minimize delay-variation, if such a solution exists. We have considered cases in which the server network follows two communication models: client-server (CS) and peer-to-peer (P2P). Our extensive empirical studies indicate that our heuristic uses significantly less run-time in achieving the tightest delay variation for a given end---to-end delay bound while choosing a minimal number of servers.
机译:多媒体软件和硬件技术的最新进展以及高速Internet服务的可用性对在线游戏行业的增长至关重要。跨网络分布的多个服务器通常用于为网络游戏提供所需的服务质量(QoS),以便为玩家(客户端)获得更高的体验质量(QoE)。该分布式多人游戏环境中的每个玩家都连接到特定的服务器,并且通过与他们连接的服务器将每个动作分发给所有其他玩家。我们假设服务器网络是一个覆盖网络,其中两个服务器之间的链接上的等待时间就是连接它们的Internet路径的等待时间。我们假设给我们提供了一个具有链接等待时间的服务器覆盖网络,以及一组播放器,每个播放器对每个服务器都有不同的等待时间。现在,我们的目标是开发一种算法,该算法以满足延迟相关的QoS约束的方式执行以下操作:(a)选择服务器网络的一个子网(服务器网络选择),并且(b)将每个玩家分配给服务器中的一个子网(客户端分配)。更具体地说,我们在本文中解决的QoS约束是将玩家的动作传播到所有其他玩家的最大延迟(延迟范围)的界限,以及玩家在其他所有位置的到达时间的最大差异的界限。玩家(延迟变化限制)。我们提供了多项式时间试探法来确定最小基数服务器网络和相应的客户端分配(如果存在这样的解决方案),它们既满足延迟限制,又使延迟变化最小。我们考虑了服务器网络遵循两种通信模型的情况:客户端-服务器(CS)和对等(P2P)。我们广泛的经验研究表明,在达到给定端的最严格延迟变化方面,我们的启发式方法大大减少了运行时间, -- 选择最少数量的服务器时的最大延迟延迟。

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