首页> 外文会议>Passive and Active Network Measurement >Measurement and Estimation of Network QoS Among Peer Xbox 360 Game Players
【24h】

Measurement and Estimation of Network QoS Among Peer Xbox 360 Game Players

机译:同行Xbox 360游戏玩家之间网络QoS的测量和估计

获取原文
获取原文并翻译 | 示例

摘要

The research community has proposed several techniques for estimating the quality of network paths in terms of delay and capacity. However, few techniques have been studied in the context of large deployed applications. Network gaming is an application that is extremely sensitive to network path quality [1,2,3]. Yet, the quality of network paths among players of large, wide-area games and techniques for estimating it have not received much attention from the research community. Network games broadly fall into two categories. In some games (e.g. MMORPGs, web-based casual games, Quake) with a client-server architecture, players communicate with a large, well-provisioned, and dedicated game server [4,5]. In some games with a peer-to-peer (P2P) architecture, players communicate with each other directly or via a dynamically chosen peer at some player's house. In Ghost Recon, Halo series, and others for the Xbox and Xbox 360 consoles, a server assists players in discovering other peers to host and play with.
机译:研究团体已经提出了几种用于根据延迟和容量来估计网络路径质量的技术。但是,在大型已部署应用程序的背景下,很少研究技术。网络游戏是一种对网络路径质量极为敏感的应用程序[1,2,3]。但是,大型,广域游戏的玩家之间的网络路径质量及其估算技术尚未引起研究界的广泛关注。网络游戏大致分为两类。在某些具有客户端-服务器架构的游戏(例如MMORPG,基于Web的休闲游戏,Quake)中,玩家与大型,功能齐全的专用游戏服务器进行通信[4,5]。在一些具有点对点(P2P)架构的游戏中,玩家之间可以直接交流,也可以通过某个玩家房屋中动态选择的玩家进行交流。在Ghost Recon,Halo系列以及用于Xbox和Xbox 360控制台的其他产品中,服务器可帮助玩家发现要托管和玩耍的其他对象。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号