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Exploiting Google's Edge Network for Massively Multiplayer Online Games

机译:利用Google的边缘网络开发大型多人在线游戏

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Massively multiplayer online game servers are challenging to build and maintain; they require always-on availability, low-latency, and high predictability. In many ways, these systems could benefit from pushing application logic to the connected clients. However, historically peer-to-peer networks have not worked when applied to this domain. Pushing game logic to the clients complicates development since client end hosts cannot trust their peers and they have unreliably persistent connections, increasing the possibility of cheating or network failure. Google's Edge Network changes everything we have concluded about peer-to-peer networks over the past decade. Having access to thousands of servers all over the world solves problems of availability, data access, link saturation, security, and control. This new system allows for the inclusion of trusted peers in otherwise untrusted node clusters. Developers can explore peer-to-peer or decentralized algorithms while allowing complete control over their data, code, and players, in their developed virtual worlds. They can offload application game logic to a low-latency scalable system, which provides a cost-effective solution residing closer to the connected clients. In this paper, we investigate the gains game developers may obtain by exploring emerging edge cloud technology. We demonstrate how massively multiplayer online games benefit from this new system though simulation. We compare area-of-interest latency, which is the latency between client interactions within the virtual world for known World of Warcraft and Google data centers locations. We show the benefits to area-of-interest latency gained from using Google's Edge Network, while minimally affecting client to server latency. Finally, we present a novel approach to maximize latency reductions for area-of- interest latency by moving players to optimal peering edge servers, thus reducing distance between clients.
机译:大型多人在线游戏服务器在构建和维护方面具有挑战性。他们需要始终在线的可用性,低延迟和高可预测性。在许多方面,这些系统可以从将应用程序逻辑推送到连接的客户端中受益。但是,从历史上看,对等网络在应用于此域时无法正常工作。将游戏逻辑推送给客户端会使客户端的开发变得复杂,因为客户端主机无法信任其对等方,并且它们具有不稳定的持久连接,从而增加了作弊或网络故障的可能性。 Google的Edge Network改变了我们在过去十年中得出的关于对等网络的所有结论。可以访问全球成千上万的服务器,可以解决可用性,数据访问,链路饱和,安全性和控制性问题。该新系统允许将受信任的对等点包含在其他情况下不受信任的节点群集中。开发人员可以在开发的虚拟世界中探索对等或分散式算法,同时完全控制其数据,代码和播放器。他们可以将应用程序游戏逻辑卸载到低延迟的可扩展系统上,该系统提供了一种经济高效的解决方案,它更靠近所连接的客户端。在本文中,我们调查了游戏开发人员通过探索新兴的边缘云技术可能​​获得的收益。我们演示了通过仿真如何使大型多人在线游戏从该新系统中受益。我们比较了关注区域延迟,这是已知的魔兽世界和Google数据中心位置在虚拟世界中客户端交互之间的延迟。我们展示了使用Google的边缘网络所带来的关注区域延迟的好处,同时对客户端到服务器的延迟影响最小。最后,我们提出了一种新颖的方法,可通过将播放器移动到最佳对等边缘服务器来最大程度地减少关注区域延迟的延迟,从而缩短客户端之间的距离。

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