DocumentCode
3541713
Title
HyperNet games: Leveraging SDN networks to improve multiplayer online games
Author
Shufeng Huang ; Griffioen, James
Author_Institution
Lab. for Adv. Networking, Univ. of Kentucky, Lexington, KY, USA
fYear
2013
fDate
July 30 2013-Aug. 1 2013
Firstpage
74
Lastpage
78
Abstract
Many of today´s real-time multi-player online games are highly dependent on the communication network that connects players with the game and each other. Factors such as network latency and network throughput can significantly affect a user´s gaming experience. For example, many online games use a (logically) centralized game server that acts as a rendezvous point for players to exchange real-time gaming events. The number and location of these servers in the network plays a critical role in the interactive response time of the game. Currently, gaming companies go to great lengths to find the best locations for the placement of their game servers. However, finding the best locations is challenging because the number of players and their locations is not known ahead of time. Consequently, game companies typically build a generic (static) game network that hopefully will provide acceptable performance to most users. With the growing popularity of cloud computing and software defined networking (SDN), it is now possible to build a custom game network on-the-fly; a game network tailored for a particular game and its current participants (players). In this paper, we introduce the concept of a HyperNet Game that is capable of dynamically creating and deploying a software defined network tailored to the needs of the game and the current set of participants in the game. We present an example multi-player hypernet game that we have developed that is able to dynamically deploy optimally placed game servers based on the current set of players. We present performance results that show greatly improved user response times compared to the currently deployed (static) game server network used today.
Keywords
computer games; computer networks; network servers; HyperNet games; SDN networks; multiplayer online games; optimally placed game servers; software defined networking; user response times; Delays; Games; Internet; Logic gates; Servers; Software; Virtual machine monitors;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES), 2013 18th International Conference on
Conference_Location
Louisville, KY
Print_ISBN
978-1-4799-0818-9
Type
conf
DOI
10.1109/CGames.2013.6632609
Filename
6632609
Link To Document