• DocumentCode
    2964245
  • Title

    Design and simulation of a migration-based architecture for massively populated Internet games

  • Author

    Gardenghi, Ludovico ; Pifferi, Sandro ; D´Angelo, Gabriele ; Bononi, Luciano

  • Author_Institution
    Dept. of Comput. Sci., Bologna Univ., Italy
  • fYear
    2004
  • fDate
    29 Nov.-3 Dec. 2004
  • Firstpage
    166
  • Lastpage
    175
  • Abstract
    In recent years, many popular interactive computer games have gained online remote multiplayer functionalities, supported by standard Internet communication protocols and architectures. Due to the heterogeneous communication infrastructures and network asymmetries, some users (i.e. clients) may be suffering slow, congested and unreliable Internet connections, while others may have access to fast and reliable links. A different rate and latency in the delivery of users´ commands and event notifications may lead to unfairness issues during the game play, specifically, for the class of real time and interactive games. A dynamic adaptation of the gaming architecture to the limitations of the communication infrastructure could be exploited to reduce these problems. In this paper, we present a simple client migration algorithm which can be adopted on a generic multiplayer, multi-server online gaming architecture. Client migration among the servers of the gaming infrastructure is exploited to adapt to the dynamic performances of the general communication network infrastructure. The proposed mechanism has been modeled and simulated for the class of distributed multiplayer and multi-server interactive games, implemented over a general communication network infrastructure. Results show a significant fairness improvement, more homogeneous performances, and the absence of significant overheads.
  • Keywords
    Internet; computer games; interactive systems; network servers; protocols; real-time systems; telecommunication links; telecommunication network reliability; Internet communication protocol; Internet game; client migration algorithm; interactive computer game; migration-based architecture; network server; online gaming architecture; Access protocols; Communication networks; Communication standards; Computational modeling; Computer architecture; Computer network reliability; Delay; IP networks; Internet; Telecommunication network reliability;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Global Telecommunications Conference Workshops, 2004. GlobeCom Workshops 2004. IEEE
  • Print_ISBN
    0-7803-8798-8
  • Type

    conf

  • DOI
    10.1109/GLOCOMW.2004.1417569
  • Filename
    1417569