DocumentCode :
2304849
Title :
G-COPSS: A content centric communication infrastructure for gaming applications
Author :
Chen, Jiachen ; Arumaithurai, Mayutan ; Fu, Xiaoming ; Ramakrishnan, K.K.
Author_Institution :
Inst. of Comput. Sci., Univ. of Goettingen, Goettingen, Germany
fYear :
2011
fDate :
13-14 Oct. 2011
Firstpage :
1
Lastpage :
6
Abstract :
With users increasingly focused on an online world, an emerging challenge for the network infrastructure is the need to support Massively Multiplayer Online Role Playing Games (MMORPG). This is an application domain that is attracting more players than ever before, very often with players distributed over a metropolitan area. Currently, MMORPG are built on an IP infrastructure with the primary responsibility on servers to do the work of disseminating control messages and having to predict/retrieve objects in each player´s view. Limited server resources significantly impair the user´s interactive experience. Modern fast-paced action games that run on a client/server architecture limit the number of players who can interact simultaneously since the server needs to handle the frequent updates and disseminate them. Scale and timeliness are major challenges of such a server-oriented gaming architecture. We propose Gaming over COPSS (G-COPSS), a communication infrastructure using a Content-Oriented Pub/Sub System (COPSS) to enable efficient decentralized information dissemination in MMORPG, exploiting the network and the end-systems for player management and information dissemination. We emulate an application that is particularly emblematic of MMORPG - Counter-Strike - but one in which all the players share a hierarchical structured map. Using trace-driven simulation, we demonstrate that G-COPSS can achieve high scalability and tight timeliness requirements of MMORPG. The simulator is parameterized using the results of careful microbenchmarking of the open-source CCN implementation and of standard IP-based forwarding. Our evaluations show that G-COPSS provides considerable performance improvement in terms of aggregate network load and update latency compared to that of a traditional IP server-based infrastructure.
Keywords :
IP networks; client-server systems; computer games; information dissemination; metropolitan area networks; G-COPSS communication infrastructure; IP server-based infrastructure; MMORPG; client-server architecture; content centric communication infrastructure; content-oriented pub-sub system; control message dissemination; gaming over COPSS communication infrastructure; information dissemination; massively multiplayer online role playing game; open-source CCN implementation; server-oriented gaming architecture; standard IP- based forwarding; Aggregates; Engines; Games; IP networks; Network topology; Servers; Subscriptions;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Local & Metropolitan Area Networks (LANMAN), 2011 18th IEEE Workshop on
Conference_Location :
Chapel Hill, NC
ISSN :
1944-0367
Print_ISBN :
978-1-4577-1264-7
Type :
conf
DOI :
10.1109/LANMAN.2011.6076923
Filename :
6076923
Link To Document :
بازگشت