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
Link To Document