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Churn performance study of structured peer-to-peer overlay in supporting massively multiplayer online role playing games (MMORPGs)

机译:结构化对等覆盖层在支持大型多人在线角色扮演游戏(MMORPG)中的流失性能研究

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摘要

In this paper, we conduct a performance study on a game scenario that supports MMORPGs through structured P2P overlay, focusing on the churn aspect - the continuous process of peer arrival and departure. Through a discrete simulation, we show that a trade-off is necessary between the game features with respect to real-time stringency, and the churn performance. For instance, in the game scenario, Map Type 1 represents a battlefield in the game world that emphasizes real-time stringent quick actions such as shooting, hence less resilient to churn; whereas Map Type 4 represents a market city in the game world that emphasizes a large group size of concurrent players at the cost of relaxed real-time stringency for actions, hence more resilient to churn. Our simulation justifies the design of the game scenario by showing that the churn performance of Map Type 1 is nearly 30% better than that of Map Type 4. Furthermore, to address the performance concerns of a global structured P2P overlay, we propose a clustered overlay setting by grouping nodes nearby into clusters. We show in the simulation that the clustered overlay setting has achieved an overall performance gain with respect to latency and churn, without incurring extra overlay maintenance cost.
机译:在本文中,我们对通过结构化的P2P覆盖支持MMORPG的游戏场景进行了性能研究,重点关注客户流失方面-同行到达和离开的连续过程。通过离散仿真,我们证明了游戏功能在实时严格性和流失性能之间必须进行权衡。例如,在游戏场景中,地图类型1代表了游戏世界中的战场,该战场强调实时严谨的快速动作(例如射击),因此对晃动的适应能力较弱;而地图类型4则代表了游戏世界中的集市城市,该城市强调大量并发玩家,但以放松的实时实时操作为代价,因此更容易流失。我们的仿真通过证明Map Type 1的流失性能比Map Type 4的流失性能高将近30%,证明了游戏场景的设计合理性。此外,为了解决全局结构化P2P覆盖的性能问题,我们提出了一个集群覆盖通过将附近的节点分组为群集进行设置。我们在仿真中表明,集群式覆盖设置在延迟和搅动方面实现了整体性能提升,而没有产生额外的覆盖维护成本。

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