DocumentCode
2325088
Title
Server selection with delay constraints for online games
Author
Chen, Yuh-Rong ; Radhakrishnan, Sridhar ; Dhall, Sudarshan K. ; Karabuk, Suleyman
Author_Institution
Sch. of Comput. Sci., Univ. of Oklahoma, Stillwater, OK, USA
fYear
2010
fDate
6-10 Dec. 2010
Firstpage
882
Lastpage
887
Abstract
Improving latency is the key to a successful online game-playing experience. With the use of multiple servers along with a well-provisioned network it is possible to reduce the latency. Given a network of servers, game clients, and a desired delay bound, we have designed algorithms to determine the subnetwork of servers whose cardinality is minimal. We have considered the cases wherein the subnetwork architecture is a client-server and a peer-to-peer. We have also provided exhaustive empirical evaluations of our algorithms and compared their performance with the optimum. Experimental results show that our polynomial-time algorithms could find good solutions quickly.
Keywords
computational complexity; computer architecture; computer games; network servers; peer-to-peer computing; performance evaluation; client-server; delay constraints; massively multiplayer online role playing games; networked virtual environments; online games; peer-to-peer; polynomial-time algorithms; server selection; subnetwork architecture;
fLanguage
English
Publisher
ieee
Conference_Titel
GLOBECOM Workshops (GC Wkshps), 2010 IEEE
Conference_Location
Miami, FL
Print_ISBN
978-1-4244-8863-6
Type
conf
DOI
10.1109/GLOCOMW.2010.5700451
Filename
5700451
Link To Document