Title :
On packet aggregation mechanism for improving Massive Multiplayer Online Game performance in P2P network
Author_Institution :
Shenyang Sport Univ., Shenyang, China
Abstract :
Usually thousands of avatars are simultaneously online in P2P MMOG. To keep game´s real-time, MMOG adopts some packet aggregation mechanisms in P2P network. This paper proposes a packet aggregation mechanism for Massive Multiplayer Online Game (MMOG) in P2P, which aggregates game packets into a single packet based on game interactivity threshold and aggregation threshold. The number of transmissions for packets and the overhead caused by the header of packets are reduced. Moreover, an analysis method is developed to evaluate this aggregation mechanism in terms of the average aggregation degree and the average aggregation delay. Experimental results show the aggregation mechanism saves bandwidth and keeps game´s real-time and consistency.
Keywords :
computer games; peer-to-peer computing; P2P network; aggregation threshold; game interactivity threshold; massive multiplayer online game performance; packet aggregation mechanism; Aggregates; Bandwidth; Delay; Games; Payloads; Real time systems; Servers; Game Interactivity Threshold (GIT); Massive Multiplayer Online Game (MMOG); packet aggregation;
Conference_Titel :
Computer Research and Development (ICCRD), 2011 3rd International Conference on
Conference_Location :
Shanghai
Print_ISBN :
978-1-61284-839-6
DOI :
10.1109/ICCRD.2011.5764145