Difference between revisions of "Minimizing Round-Trip Time in Online Games"

From NMSL
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* [http://www.cs.sfu.ca/~mhefeeda/ Mohamed Hefeeda]
 
* [http://www.cs.sfu.ca/~mhefeeda/ Mohamed Hefeeda]
  
* [http://www.sfu.ca/~cha16/ ChengHsin Hsu (Senior Researcher, Deutsche Telekom R&D Lab, California, USA.)]
+
* [http://www.sfu.ca/~cha16/ ChengHsin Hsu] (Senior Researcher, Deutsche Telekom R&D Lab, California, USA)
  
 
* Cong Ly (MSc student)
 
* Cong Ly (MSc student)
  
 
== Software and  Data ==
 
== Software and  Data ==

Revision as of 20:03, 29 March 2010

Multiplayer online games have become increasingly popular in the past few years, and several market forecasts predict that online games will continue to grow in terms of market revenues, number of users, and generated Internet traffic volume.

Providing high-quality online gaming experience is challenging due to the best-effort nature of the Internet. For large-scale distributed systems in the Internet, high latency, insufficient bandwidth, and packet loss are the three most common obstacles for providing good quality-of-service, and need to be carefully addressed. Online games generate low bit rate streams with highly periodic traffic patterns for frequent game-state updates, which are less sensitive to bandwidth and packet loss. This is because the bit rates of these traffic streams are much smaller than the capacity of broadband access links, and packet losses can be absorbed by frequent game-state updates. In contrast, online games require real-time interactions, and high latency becomes the main challenge on providing high-quality gaming experience.

People

  • ChengHsin Hsu (Senior Researcher, Deutsche Telekom R&D Lab, California, USA)
  • Cong Ly (MSc student)

Software and Data