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
Link To Document