A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games

Author:

Palazzi Claudio E.1,Ferretti Stefano2,Cacciaguerra Stefano2,Roccetti Marco2

Affiliation:

1. Universita di Bologna and University of California Los Angeles

2. Universita di Bologna

Abstract

The astonishing increase in the spread of the Internet has given rise to a globally connected community proficient at deploying online games for a large number of participants geographically located very far from each other. However, online games are characterized by more stringent requirements than traditional distributed applications deployed over the Internet can fulfill. Indeed, one of the key factors in determining the success of an online game is its ability to rapidly deliver events to the various game servers that maintain the state of the game over the network. We have already demonstrated [Palazzi et al. 2004] that in this context adapting RED (random early detection) techniques, borrowed from queuing management, can improve the global responsiveness of a game. However, this solution may not be sufficient for a specific class of online games. We deem that fast-paced multiplayer online games (such as shoot 'em ups, for example) in which participants have to behave frenetically, must guarantee a very high degree of interactivity, even at the cost of partially sacrificing the consistency of the game state. In this case having only a partially consistent view of the game state will not affect a player's amusement as much as delaying action-processing activity will. Hence we explore the possibility of applying a RIO-based (RED with in and out) algorithm to manage game delivery to the various game servers, in order to improve the degree of interactivity for fast-paced online games. Preliminary experimental results confirm the viability of our approach.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Science Applications

Cited by 12 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Network Support for Mobile Gaming;Handbook of Digital Games and Entertainment Technologies;2016-08-10

2. Network Support for Mobile Gaming;Handbook of Digital Games and Entertainment Technologies;2015

3. A survey on interactive games over mobile networks;Wireless Communications and Mobile Computing;2013-02-24

4. Online Game Performance Engineering;Computer Performance Engineering;2013

5. Picasso;ACM SIGCOMM Computer Communication Review;2012-09-24

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