• DocumentCode
    545438
  • Title

    On packet aggregation mechanism for improving Massive Multiplayer Online Game performance in P2P network

  • Author

    Jinzhong, Wang

  • Author_Institution
    Shenyang Sport Univ., Shenyang, China
  • Volume
    2
  • fYear
    2011
  • fDate
    11-13 March 2011
  • Firstpage
    337
  • Lastpage
    339
  • 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;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Research and Development (ICCRD), 2011 3rd International Conference on
  • Conference_Location
    Shanghai
  • Print_ISBN
    978-1-61284-839-6
  • Type

    conf

  • DOI
    10.1109/ICCRD.2011.5764145
  • Filename
    5764145