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Multipath traffic balancing approach for disconnection reduction in video games over mobile ad hoc networks

机译:多路径流量平衡方法,用于减少移动自组织网络上视频游戏中的断开连接

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摘要

In this work, we aim to improve the gameplay of time-sensitive video games over mobile ad hoc networks (MANETs). We focus on the disconnection problems. Precisely, when the path between a player and the game server fails, the game on the player side freezes and becomes unplayable until the network re-establishes a new path toward the game server. In MANETs, disconnections occur mainly because of node mobility. To overcome this problem, we propose a multipath approach that we combine with an adaptive traffic balancing algorithm. Precisely, for each source-destination couple, we maintain two Optimized Link State Routing paths using the end-to-end delay metric. Each path carries a proportion of the game traffic. Our traffic balancing algorithm relies on path robustness estimation to dynamically balance the game traffic between the two paths. The results of our experiments, which are based on a real implementation of our proposals, show that using multipath routing with traffic balancing among different paths reduces route failures and improves the gameplay experience.
机译:在这项工作中,我们旨在改善移动自组织网络(MANET)上对时间敏感的视频游戏的玩法。我们专注于断开连接问题。确切地说,当玩家与游戏服务器之间的路径出现故障时,玩家一侧的游戏将冻结并变得无法玩,直到网络重新建立通向游戏服务器的新路径为止。在MANET中,断开连接的发生主要是由于节点移动性。为了克服这个问题,我们提出了一种多路径方法,将其与自适应流量平衡算法相结合。精确地,对于每个源-目的地对,我们使用端到端延迟度量来维护两条“优化的链接状态路由”路径。每个路径承载一定比例的游戏流量。我们的流量平衡算法依赖于路径健壮性估计,以动态平衡两条路径之间的游戏流量。根据我们提案的实际实施情况,我们的实验结果表明,将多路径路由与不同路径之间的流量平衡结合使用,可以减少路由故障并改善游戏体验。

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