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A recursive overlay multicast algorithm for distribution of audio streams in networked games

机译:用于在网络游戏中分配音频流的递归覆盖多播算法

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This paper aims to provide a fast multicast algorithm among a set of distributed proxies to enable the creation of realistic audio for networked games. We assume that each proxy is responsible for a group of clients. The proxy receives the audio packets from its clients and multicasts this audio to every other proxy that requires this audio for any of its attached clients. In crowded virtual environments, the number of multicast trees could be quite large and these undergoes continuous change as the avatars move in and out of each others hearing range. To reduce the effect of overhead traffic caused by a large number of unicast flows, we propose the use of (i) coordinate-based clustering of the servers to reduce the number of packet replications required at each server; and (ii) a recursive multicast tree construction with minimal control overhead and reconfiguration complexity. We present simulation results for a crowded networked environment and evaluate the effectiveness of our algorithm in terms of path delay in comparison with the shortest unicast delay paths.
机译:本文旨在在一组分布式代理之间提供一种快速多播算法,以实现为网络游戏创建逼真的音频。我们假设每个代理负责一组客户。代理从其客户端接收音频数据包,并将此音频多播到每个其他为其客户端连接需要此音频的其他代理。在拥挤的虚拟环境中,多播树的数量可能会很大,并且随着化身移入和移出彼此的听觉范围而不断变化。为了减少由大量单播流引起的开销通信量的影响,我们建议使用(i)服务器的基于坐标的群集,以减少每台服务器所需的数据包复制数量; (ii)具有最小控制开销和重新配置复杂度的递归多播树构造。我们提供了一个拥挤的网络环境的仿真结果,并与最短的单播延迟路径相比,根据路径延迟评估了我们算法的有效性。

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