Enhancing the multicast performance of structured P2P overlay in supporting Massively Multiplayer Online Games

Xinbo Jiang, F. Safaei, P. Boustead
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引用次数: 3

Abstract

Scribe is a scalable application level multicast infrastructure. We have developed two techniques to improve the performance of Scribe in terms of latency and bandwidth distribution. The first technique identifies that the final hop of Scribe traffic path is largely selected without any proximity consideration and incurs the longest distance traveled. To overcome this, we introduce Proximity Neighbor Selection (PNS) into the final hop for latency improvement. The second technique builds a hierarchical two-level overlay. While PNS can be applied at both levels for latency performance, the bandwidth stress required by applications can now be distributed among the nodes in the higher level overlay. Our simulation using GT-ITM topology has shown that both techniques have improved the latency performance for more than 30 percent, and the two-level overlay has improved the bandwidth distribution up to 2.7 times, comparing with what can be achieved by a standard Scribe overlay. We have developed the techniques in the context of Massively Multiplayer Online Games (MMOGs). While Scribe provides a possible platform for the scalable deployment of MMOGs, game developers may leverage the techniques to enhance the design of real-time interactions between players in the game world.
在支持大型多人在线游戏中增强结构化P2P覆盖的组播性能
Scribe是一个可扩展的应用级多播基础设施。我们开发了两种技术来改善Scribe在延迟和带宽分配方面的性能。第一种技术确定了Scribe通信路径的最后一跳在很大程度上没有考虑任何接近性,并且导致了最长的旅行距离。为了克服这个问题,我们在最后一跳中引入邻近邻居选择(PNS)来改善延迟。第二种技术构建分层的两层覆盖。虽然PNS可以在两个级别上应用以提高延迟性能,但应用程序所需的带宽压力现在可以在更高级别覆盖的节点之间分布。我们使用GT-ITM拓扑进行的仿真表明,这两种技术都将延迟性能提高了30%以上,与标准的Scribe覆盖相比,两级覆盖将带宽分配提高了2.7倍。我们在大型多人在线游戏(mmog)的背景下开发了这些技术。虽然Scribe为mmog的可扩展部署提供了一个可能的平台,但游戏开发者可以利用这些技术来增强游戏世界中玩家之间的实时交互设计。
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