• DocumentCode
    3731352
  • Title

    DynFilter: Limiting bandwidth of online games using adaptive pub/sub message filtering

  • Author

    Julien Gascon-Samson;J?rg Kienzle;Bettina Kemme

  • Author_Institution
    School of Computer Science, McGill University, Montreal, QC H3A 0E9, Canada
  • fYear
    2015
  • Firstpage
    1
  • Lastpage
    6
  • Abstract
    Multiplayer online games can generate a lot of server-related outgoing bandwidth, due to many factors such as highly variable amounts of players or the gathering of many players towards the same in-game locations. Predicting the exact amount of required bandwidth to support varying conditions can be costly, and players can experience game-wide failures if bandwidth is insufficiently provisioned. We present DynFilter, a game-oriented message processing middleware designed to adaptively filter state update messages for in-game entities located apart, in order to reduce bandwidth needs and stay within predefined quotas. We ran experiments on Amazon EC2 over a prototype game mimicking a FPS and a MMOG. Our results show that DynFilter is properly able to maintain bandwidth use within the pre-established quotas while still maintaining adequate delivery of relevant state update messages.
  • Keywords
    "Games","Bandwidth","Servers","Cloud computing","Filtering","Adaptation models"
  • Publisher
    ieee
  • Conference_Titel
    Network and Systems Support for Games (NetGames), 2015 International Workshop on
  • Electronic_ISBN
    2156-8146
  • Type

    conf

  • DOI
    10.1109/NetGames.2015.7382988
  • Filename
    7382988