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Gaming network delays investigation and collection of very large-scale data sets

机译:游戏网络延迟调查和集合非常大规模的数据集

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The WTFast's Gamers Private Network (GPN) is a client/server solution that makes online games faster. GPN connects online video-game players with a common game service across a wide-area network. Online games are interactive competitions by individual players who compete in a virtual environment. Response time, latency and its predictability are keys to GPn success and runs against the vast complexity of internet-wide systems. We have built an experimental network of virtualized GPN components so as to carefully measure the statistics of latency for distributed Minecraft games and to do so in a controlled laboratory environment. This has led to a better understanding of the coupling between parameters such as: the number of players, the subset of players that are idle or active, the volume of packets exchanged, the size of packets, latency to and from the game servers, and time-series for most of those parameters. In this paper we investigate specific game traffic connection types and show how we could collect very large-scale data sets of gaming metadata to control gaming network performance in real time. Such investigation and conducted experimentations will improve quality of service for GPN systems and their reliability.
机译:WTFAST的游戏玩家专用网络(GPN)是一个客户/服务器解决方案,使在线游戏更快。 GPN将在线视频游戏玩家与广域网的共同游戏服务连接。在线游戏是由在虚拟环境中竞争的各个玩家是互动竞争。响应时间,延迟及其可预测性是GPN成功的键,并抵抗互联网范围系统的广泛复杂性。我们建立了虚拟化GPN组件的实验网络,以便仔细测量分布式MINECRAFT游戏的延迟统计数据,并在受控实验室环境中这样做。这导致了更好地理解参数之间的耦合,例如:播放器的数量,空闲或有效的玩家的子集,交换的数据包卷,数据包的大小,往返游戏服务器的延迟和来自游戏服务器的延迟时间序列为大多数参数。在本文中,我们调查了特定的游戏流量连接类型,并展示我们如何收集非常大规模的游戏元数据,以实时控制游戏网络性能。此类调查和进行的实验将提高GPN系统的服务质量及其可靠性。

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