REED: Optimizing first person shooter game server discovery using network coordinates

REED: Optimizing first person shooter game server discovery using network coordinates
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DOI:
10.1145/2168996.2169000
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发表时间:
2012-05
期刊:
ACM Trans. Multim. Comput. Commun. Appl.
影响因子:
--
通讯作者:
G. Armitage;A. Heyde
G. Armitage;A. Heyde
中科院分区:
其他
文献类型:
--
作者:
G. Armitage;A. Heyde

文献摘要

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在线第一人称射击 (FPS) 游戏通常使用客户端-服务器通信模型,有数千个爱好者托管的游戏服务器随时处于活动状态。传统的 FPS 服务器发现可能需要几分钟的时间,因为客户端在探测所有可用服务器以查找具有可容忍往返时间 (RTT) 的游戏服务器时会创建数千个短期数据包流。 REED 将客户端的探测时间和网络流量减少到传统服务器发现的 1%。 REED 游戏服务器参与其网络坐标的集中式增量计算,客户端使用这些坐标来加快发现 RTT 较低的服务器。
Online First Person Shooter (FPS) games typically use a client-server communication model, with thousands of enthusiast-hosted game servers active at any time. Traditional FPS server discovery may take minutes, as clients create thousands of short-lived packet flows while probing all available servers to find a selection of game servers with tolerable round trip time (RTT). REED reduces a client's probing time and network traffic to 1% of traditional server discovery. REED game servers participate in a centralized, incremental calculation of their network coordinates, and clients use these coordinates to expedite the discovery of servers with low RTTs.