802.11无线局域网多人游戏容量和优化

Hanghang Qi, D. Malone, D. Botvich
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引用次数: 12

摘要

实时多人游戏是一种流行的网络应用,随着IEEE 802.11无线网络的广泛应用,游戏有望在无线网络上得到广泛的应用。然而,具有正常MAC (DCF)的802.11网络在支持实时游戏流量时可能会遇到一些挑战。本文提出了一个预测实时FPS游戏《雷神之锤4》802.11无线局域网性能和容量的理论模型。使用无线网络游戏模型,我们得到了吞吐量,延迟,抖动和MOS(平均意见得分),随着游戏客户端数量在WLAN中的增加,并预测一个默认802.11b无线网络的容量可以支持大约10个Quake 4玩家。在802.11e网络中,QoS(服务质量)提供了4个可配置的MAC层参数。通过网络游戏模型,我们证明了在AP和游戏服务器上配置适当的TXOP,可以优化网络并将其容量提高到15个左右。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
802.11 wireless LAN multiplayer game capacity and optimization
Real-time multiplayer games are a popular application of networks, and as IEEE 802.11 wireless networks are widely used, games are expected to be widely played on wireless networks. However, 802.11 networks with the normal MAC (DCF) may present some challenges when supporting real-time games traffic. In this work, we present a theoretical model which can predict the performance and capacity of 802.11 WLAN for Quake 4, a real-time FPS game. Using the wireless network game model, we derive throughput, delay, jitter and MOS (mean opinion score) as the number of game clients increases in the WLAN and predict that the capacity of a default 802.11b wireless network can support around 10 players for Quake 4. In 802.11e networks, QoS (quality of service) is provided with 4 configurable MAC layer parameters. With the network game model, we show that with proper TXOP configuration at the AP and game server, the network can be optimized and its capacity improves to around 15 players.
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