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Networked games

机译:网络游戏

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Research into providing different levels of network Quality of Service (QoS) often assumes that there is a large market for QoS-sensitive applications that will be fulfilled once QoS-enabled networks have been deployed. Multiplayer networked games are an example of such an application that requires QoS, and hence will only become popular if QoS is made widely available. The prima facie evidence, however, is that games are already popular, in spite of the existing QoS-free best-effort Internet.Networked games may have become popular despite the lack of QoS because players "make do" with what is available to them. Such popularity is a double-edged sword. It may mean that there is a demand, as yet unfulfilled, from game players for QoS-enabled networks. On the other hand, it may mean that players have become accustomed to playing games without QoS, and therefore might be less willing to pay for higher QoS when it does eventually become available.In this paper we present the results of a shortexperiment to examine the QoS tolerances of game players. We use a set of popular First Person Shooter (FPS) game servers that are publicly available to Internet users at large. By systematically altering the network latency to the servers, we attempt to study whether degraded QoS (in the form of higher network delay) affects a user's decision to participate in the game.We find that increased network delay has an effect on a user's decision to join a game server. It appears, however, that there is no significant difference in the number of players who leave the game as a result of increased delay. We speculate that this may be due to a user's enjoyment exceeding their QoS-sensitivity, and discuss the implications of our findings with respect to providing and charging for QoS.
机译:对提供不同级别的网络服务质量(QoS)的研究通常假定对QoS敏感的应用程序存在巨大的市场,一旦部署了启用QoS的网络,这些市场就可以满足。多人网络游戏就是这种需要QoS的应用程序的示例,因此,只有在QoS广泛可用的情况下,它才会变得流行。然而,主要证据是,尽管现有的无QoS尽力而为互联网,但游戏已经很流行。尽管缺少QoS,但网络游戏可能已经变得很流行,因为玩家会“做”,以及他们可以得到的东西。这样的受欢迎程度是一把双刃剑。这可能意味着游戏玩家对启用QoS的网络有尚未实现的需求。另一方面,这可能意味着玩家已经习惯于没有QoS的情况下玩游戏,因此在最终可用时可能不太愿意为更高的QoS付费。本文提出了一项简短的实验结果来研究游戏玩家的QoS容限。我们使用了一套流行的第一人称射击游戏(FPS)游戏服务器,这些服务器通常可供广大Internet用户使用。通过系统地更改服务器的网络延迟,我们尝试研究降级的QoS(以更高的网络延迟形式)是否会影响用户参与游戏的决定,我们发现网络延迟增加会影响用户的游戏决定。加入游戏服务器。但是,由于延迟增加,离开游戏的玩家人数似乎没有显着差异。我们推测这可能是由于用户的乐趣超出了他们对QoS的敏感性,并讨论了我们的发现对提供和计费QoS的意义。

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