Game private networks performance: analytical models for very-large scale simulation

Gaétan Hains, Y. Khmelevsky, R. Bartlett, A. Needham
{"title":"Game private networks performance: analytical models for very-large scale simulation","authors":"Gaétan Hains, Y. Khmelevsky, R. Bartlett, A. Needham","doi":"10.1109/ICCCF.2016.7740433","DOIUrl":null,"url":null,"abstract":"The WTFast's Gamers Private Network (GPN®) is a client/server solution that makes online games faster. GPN® connects online video-game players with a common game service across a wide-area network. Online games are interactive competitions by individual players who compete in a virtual environment. Response time, latency and its predictability are keys to GPN® success and runs against the vast complexity of internet-wide systems. We have built an experimental network of virtualized GPN® components so as to carefully measure the statistics of latency for distributed Minecraft games and to do so in a controlled laboratory environment. This has led to a better understanding of the coupling between parameters such as: the number of players, the subset of players that are idle or active, the volume of packets exchanged, the size of packets, latency to and from the game servers, and time-series for most of those parameters. In this paper we present a mathematical model of those system game network parameters and show how it leads to: (1) realistic simulation of each of those network or game parameters, without relying on the experimental setup; (2) very large-scale numerical simulation of the game setup so as to explore various internet-wide performance scenarios that: (a) are impossible to isolate from internet “noise” in their real environment and; (b) would require vast supercomputing resources if they were to be simulated exhaustively. We motivate all elements of our mathematical model and estimate the savings in computational costs they will bring for very large-scale simulation of the GPN®. Such simulations will improve quality of service for GPN® systems and their reliability.","PeriodicalId":281072,"journal":{"name":"2016 IEEE International Conference on Cybercrime and Computer Forensic (ICCCF)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE International Conference on Cybercrime and Computer Forensic (ICCCF)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCCF.2016.7740433","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

Abstract

The WTFast's Gamers Private Network (GPN®) is a client/server solution that makes online games faster. GPN® connects online video-game players with a common game service across a wide-area network. Online games are interactive competitions by individual players who compete in a virtual environment. Response time, latency and its predictability are keys to GPN® success and runs against the vast complexity of internet-wide systems. We have built an experimental network of virtualized GPN® components so as to carefully measure the statistics of latency for distributed Minecraft games and to do so in a controlled laboratory environment. This has led to a better understanding of the coupling between parameters such as: the number of players, the subset of players that are idle or active, the volume of packets exchanged, the size of packets, latency to and from the game servers, and time-series for most of those parameters. In this paper we present a mathematical model of those system game network parameters and show how it leads to: (1) realistic simulation of each of those network or game parameters, without relying on the experimental setup; (2) very large-scale numerical simulation of the game setup so as to explore various internet-wide performance scenarios that: (a) are impossible to isolate from internet “noise” in their real environment and; (b) would require vast supercomputing resources if they were to be simulated exhaustively. We motivate all elements of our mathematical model and estimate the savings in computational costs they will bring for very large-scale simulation of the GPN®. Such simulations will improve quality of service for GPN® systems and their reliability.
游戏专用网络性能:超大规模模拟的分析模型
WTFast的玩家专用网络(GPN®)是一个客户端/服务器解决方案,使在线游戏更快。GPN®通过广域网将在线视频游戏玩家与通用游戏服务连接起来。网络游戏是由个人玩家在虚拟环境中进行的互动竞赛。响应时间、延迟及其可预测性是GPN®成功的关键,并与互联网范围内系统的巨大复杂性相对抗。我们建立了一个虚拟GPN®组件的实验网络,以便在受控的实验室环境中仔细测量分布式Minecraft游戏的延迟统计数据。这有助于我们更好地理解参数之间的耦合,例如:玩家数量、空闲或活动的玩家子集、交换的数据包数量、数据包大小、往返游戏服务器的延迟以及大多数这些参数的时间序列。在本文中,我们提出了这些系统博弈网络参数的数学模型,并展示了它如何导致:(1)不依赖于实验设置,对每个网络或博弈参数进行逼真的模拟;(2)非常大规模的数值模拟游戏设置,以探索各种互联网范围内的性能场景,(a)在其真实环境中无法与互联网“噪音”隔离;(b)若要详尽地模拟,将需要庞大的超级计算资源。我们激励数学模型的所有元素,并估计它们将为GPN®的大规模模拟带来的计算成本节省。这样的模拟将提高GPN®系统的服务质量和可靠性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信