Affiliation:
1. Centre for Advanced Internet Architectures, Swinburne University of Technology, Australia
Abstract
Online First Person Shooter (FPS) games typically use a client-server communication model, with thousands of enthusiast-hosted game servers active at any time. Traditional FPS server discovery may take minutes, as clients create thousands of short-lived packet flows while probing all available servers to find a selection of game servers with tolerable round trip time (RTT). REED reduces a client's probing time and network traffic to 1% of traditional server discovery. REED game servers participate in a centralized, incremental calculation of their network coordinates, and clients use these coordinates to expedite the discovery of servers with low RTTs.
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Networks and Communications,Hardware and Architecture
Cited by
7 articles.
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