基于延迟和延迟变化约束的游戏服务器网络选择

Yuh-Rong Chen, S. Radhakrishnan, S. Dhall, S. Karabuk
{"title":"基于延迟和延迟变化约束的游戏服务器网络选择","authors":"Yuh-Rong Chen, S. Radhakrishnan, S. Dhall, S. Karabuk","doi":"10.1109/COMSNETS.2011.5716473","DOIUrl":null,"url":null,"abstract":"Recent advances in multimedia software and hardware technologies and the availability of high-speed Internet service have been instrumental for growth in the online gaming industry. Multiple servers distributed across the network are commonly used to provide the desired quality-of-service (QoS) for the network game in order to achieve a higher quality-of-experience (QoE) to the players (clients). Each player in this distributed multi-player gaming environment connects to a particular server and it distributes each of the actions to all other players through the servers they are connected to. We imagine the server network to be an overlay network, wherein the latency on a link between two servers is the latency of the Internet path connecting them. We assume that we are given an overlay network of servers with link latencies and a set of players each with a different latency to each of the servers. Now our goal is to develop algorithms that perform the following actions in such a way that delay related QoS constraints are satisfied: (a) choose a subnetwork of the server network (server network selection) and (b) assign each player to a server in the subnetwork (client-assignment). More specifically, the QoS constraints that we address in this paper are a bound on the maximum delay in propagating a player's move to all other players (delay bound) and a bound on the maximum difference in the arrival times of a player's move at all other players (delay-variation bound). We have provided polynomial-time heuristics to determine a minimal cardinality server network and the corresponding client-assignment that satisfy both delay bound and that minimize delay-variation, if such a solution exists. We have considered cases in which the server network follows two communication models: client-server (CS) and peer-to-peer (P2P). Our extensive empirical studies indicate that our heuristic uses significantly less run-time in achieving the tightest delay variation for a given end-to-end delay bound while choosing a minimal number of servers.","PeriodicalId":302678,"journal":{"name":"2011 Third International Conference on Communication Systems and Networks (COMSNETS 2011)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-02-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"On the game server network selection with delay and delay variation constraints\",\"authors\":\"Yuh-Rong Chen, S. Radhakrishnan, S. Dhall, S. Karabuk\",\"doi\":\"10.1109/COMSNETS.2011.5716473\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Recent advances in multimedia software and hardware technologies and the availability of high-speed Internet service have been instrumental for growth in the online gaming industry. Multiple servers distributed across the network are commonly used to provide the desired quality-of-service (QoS) for the network game in order to achieve a higher quality-of-experience (QoE) to the players (clients). Each player in this distributed multi-player gaming environment connects to a particular server and it distributes each of the actions to all other players through the servers they are connected to. We imagine the server network to be an overlay network, wherein the latency on a link between two servers is the latency of the Internet path connecting them. We assume that we are given an overlay network of servers with link latencies and a set of players each with a different latency to each of the servers. Now our goal is to develop algorithms that perform the following actions in such a way that delay related QoS constraints are satisfied: (a) choose a subnetwork of the server network (server network selection) and (b) assign each player to a server in the subnetwork (client-assignment). More specifically, the QoS constraints that we address in this paper are a bound on the maximum delay in propagating a player's move to all other players (delay bound) and a bound on the maximum difference in the arrival times of a player's move at all other players (delay-variation bound). We have provided polynomial-time heuristics to determine a minimal cardinality server network and the corresponding client-assignment that satisfy both delay bound and that minimize delay-variation, if such a solution exists. We have considered cases in which the server network follows two communication models: client-server (CS) and peer-to-peer (P2P). Our extensive empirical studies indicate that our heuristic uses significantly less run-time in achieving the tightest delay variation for a given end-to-end delay bound while choosing a minimal number of servers.\",\"PeriodicalId\":302678,\"journal\":{\"name\":\"2011 Third International Conference on Communication Systems and Networks (COMSNETS 2011)\",\"volume\":\"31 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-02-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 Third International Conference on Communication Systems and Networks (COMSNETS 2011)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/COMSNETS.2011.5716473\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 Third International Conference on Communication Systems and Networks (COMSNETS 2011)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/COMSNETS.2011.5716473","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7

摘要

多媒体软件和硬件技术的最新进展以及高速互联网服务的可用性对在线游戏行业的增长起到了重要作用。通常使用分布在网络上的多个服务器为网络游戏提供所需的服务质量(QoS),以便为玩家(客户端)实现更高的体验质量(QoE)。在这种分布式多人游戏环境中,每个玩家都连接到一个特定的服务器,并通过他们所连接的服务器将每个动作分发给所有其他玩家。我们把服务器网络想象成一个覆盖网络,其中两台服务器之间的链路上的延迟是连接它们的Internet路径的延迟。我们假设我们有一个覆盖网络的服务器与链接延迟和一组播放器,每个播放器对每个服务器都有不同的延迟。现在,我们的目标是开发算法,以满足延迟相关QoS约束的方式执行以下操作:(a)选择服务器网络的子网(服务器网络选择)和(b)将每个玩家分配到子网中的服务器(客户端分配)。更具体地说,我们在本文中讨论的QoS约束是将玩家的移动传播给所有其他玩家的最大延迟的界限(延迟界限)和玩家的移动到达所有其他玩家的最大时间差的界限(延迟变化界限)。我们提供了多项式时间启发式方法来确定最小基数服务器网络和相应的客户端分配,如果存在这样的解决方案,则满足延迟边界和最小化延迟变化。我们已经考虑了服务器网络遵循两种通信模型的情况:客户机-服务器(CS)和点对点(P2P)。我们广泛的实证研究表明,我们的启发式算法在选择最少数量的服务器的同时,在给定的端到端延迟范围内实现最严格的延迟变化,使用了更少的运行时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
On the game server network selection with delay and delay variation constraints
Recent advances in multimedia software and hardware technologies and the availability of high-speed Internet service have been instrumental for growth in the online gaming industry. Multiple servers distributed across the network are commonly used to provide the desired quality-of-service (QoS) for the network game in order to achieve a higher quality-of-experience (QoE) to the players (clients). Each player in this distributed multi-player gaming environment connects to a particular server and it distributes each of the actions to all other players through the servers they are connected to. We imagine the server network to be an overlay network, wherein the latency on a link between two servers is the latency of the Internet path connecting them. We assume that we are given an overlay network of servers with link latencies and a set of players each with a different latency to each of the servers. Now our goal is to develop algorithms that perform the following actions in such a way that delay related QoS constraints are satisfied: (a) choose a subnetwork of the server network (server network selection) and (b) assign each player to a server in the subnetwork (client-assignment). More specifically, the QoS constraints that we address in this paper are a bound on the maximum delay in propagating a player's move to all other players (delay bound) and a bound on the maximum difference in the arrival times of a player's move at all other players (delay-variation bound). We have provided polynomial-time heuristics to determine a minimal cardinality server network and the corresponding client-assignment that satisfy both delay bound and that minimize delay-variation, if such a solution exists. We have considered cases in which the server network follows two communication models: client-server (CS) and peer-to-peer (P2P). Our extensive empirical studies indicate that our heuristic uses significantly less run-time in achieving the tightest delay variation for a given end-to-end delay bound while choosing a minimal number of servers.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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:604180095
Book学术官方微信