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Tree-based Server-Middleman-Client Architecture: Improving Scalability and Reliability for Voting-based Network Games in Ad- Hoc Wireless Networks

机译:基于树的服务器-中间人-客户端体系结构:提高自组织无线网络中基于投票的网络游戏的可伸缩性和可靠性

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The concept of a new tree-based architecture for networked multi-player games was proposed by Matuszek to improve scalability in network traffic at the same time to improve reliability. The architecture (we refer it as "Tree-Based Server-Middlemen-Client architecture") will solve the two major problems in ad-hoc wireless networks: frequent link failures and significance in battery power consumption at wireless transceivers by using two new techniques, recursive aggregation of client messages and subscription-based propagation of game state. However, the performance of the TB-SMC architecture has never been quantitatively studied. In this paper, the TB-SMC architecture is compared with the client-server architecture using simulation experiments. We developed an event driven simulator to evaluate the performance of the TB-SMC architecture. In the network traffic scalability experiments, the TB-SMC architecture resulted in less than 1/14 of the network traffic load for 200 end users. In the reliability experiments, the TB-SMC architecture improved the number of successfully delivered players' votes by 31.6, 19.0, and 12.4% from the client-server architecture at high (failure probability of 90%), moderate (50%) and low (10%) failure probability. These results demonstrated the advantages in the TB-SMC architecture in error-prone ad-hoc wireless networks.
机译:Matuszek提出了一种用于网络多人游戏的基于树的新架构的概念,以提高网络流量的可扩展性,同时提高可靠性。该架构(我们将其称为“基于树的服务器-中间人-客户端架构”)将解决ad-hoc无线网络中的两个主要问题:频繁的链路故障和通过使用两种新技术在无线收发器中降低电池功耗的重要性,客户端消息的递归聚合和基于订阅的游戏状态传播。但是,尚未对TB-SMC架构的性能进行定量研究。在本文中,使用模拟实验将TB-SMC架构与客户端-服务器架构进行了比较。我们开发了一个事件驱动的模拟器来评估TB-SMC架构的性能。在网络流量可扩展性实验中,TB-SMC体系结构导致200个最终用户的网络流量负载不到总容量的1/14。在可靠性实验中,TB-SMC体系结构在高(失败概率为90%),中度(50%)和低(低)的情况下,成功地将客户端-服务器体系结构的参与者的投票数分别提高了31.6、19.0和12.4%。 (10%)失败概率。这些结果证明了TB-SMC体系结构在易于出错的自组织无线网络中的优势。

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