On the game server network selection with delay and delay variation constraints

On the game server network selection with delay and delay variation constraints
复制标题

DOI:
10.1109/comsnets.2011.5716473
复制
发表时间:
2011-02
期刊:
2011 Third International Conference on Communication Systems and Networks (COMSNETS 2011)
影响因子:
--
通讯作者:
Yuh-Rong Chen;S. Radhakrishnan;S. Dhall;S. Karabuk
Yuh-Rong Chen;S. Radhakrishnan;S. Dhall;S. Karabuk
中科院分区:
其他
文献类型:
--
作者:
Yuh-Rong Chen;S. Radhakrishnan;S. Dhall;S. Karabuk

文献摘要

被引文献

相似文献

多媒体软件和硬件技术的最新进展以及高速互联网服务的可用性有助于在线游戏行业的增长。跨网络分布的多个服务器通常用于为网络游戏提供期望的服务质量(QoS),以便为玩家(客户端)实现更高的体验质量(QoE)。这种分布式多玩家游戏环境中的每个玩家都连接到特定的服务器,并且它通过他们连接到的服务器将每个动作分发给所有其他玩家。我们将服务器网络想象为覆盖网络,其中两个服务器之间的链路上的延迟是连接它们的Internet路径的延迟。我们假设,我们被赋予一个覆盖网络的服务器与链接延迟和一组球员,每个人都有不同的延迟到每个服务器。现在,我们的目标是开发算法,执行以下动作的方式,延迟相关的QoS约束得到满足:(a)选择一个子网的服务器网络(服务器网络选择)和(B)分配每个球员的服务器在子网(客户端分配)。更具体地说,我们在本文中解决的QoS约束是一个约束的最大延迟在传播一个球员的举动,所有其他球员(延迟界)和一个约束的最大差异,在所有其他球员的球员的举动的到达时间(延迟变化界)。我们已经提供了多项式时间算法来确定一个最小的基数服务器网络和相应的客户端分配,满足延迟界和最小化延迟变化,如果这样的解决方案存在。我们已经考虑了服务器网络遵循两种通信模型的情况:客户端-服务器(CS)和对等(P2P)。我们广泛的实证研究表明,我们的启发式算法使用显着更少的运行时间,在实现最严格的延迟变化为一个给定的端到端的延迟约束,同时选择最少数量的服务器。
Recent advances in multimedia software and hardware technologies and the availability of high-speed Internet service have been instrumental for growth in the online gaming industry. Multiple servers distributed across the network are commonly used to provide the desired quality-of-service (QoS) for the network game in order to achieve a higher quality-of-experience (QoE) to the players (clients). Each player in this distributed multi-player gaming environment connects to a particular server and it distributes each of the actions to all other players through the servers they are connected to. We imagine the server network to be an overlay network, wherein the latency on a link between two servers is the latency of the Internet path connecting them. We assume that we are given an overlay network of servers with link latencies and a set of players each with a different latency to each of the servers. Now our goal is to develop algorithms that perform the following actions in such a way that delay related QoS constraints are satisfied: (a) choose a subnetwork of the server network (server network selection) and (b) assign each player to a server in the subnetwork (client-assignment). More specifically, the QoS constraints that we address in this paper are a bound on the maximum delay in propagating a player's move to all other players (delay bound) and a bound on the maximum difference in the arrival times of a player's move at all other players (delay-variation bound). We have provided polynomial-time heuristics to determine a minimal cardinality server network and the corresponding client-assignment that satisfy both delay bound and that minimize delay-variation, if such a solution exists. We have considered cases in which the server network follows two communication models: client-server (CS) and peer-to-peer (P2P). Our extensive empirical studies indicate that our heuristic uses significantly less run-time in achieving the tightest delay variation for a given end-to-end delay bound while choosing a minimal number of servers.