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 :
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