SDGC:用于抖动优化的软件定义游戏聚类

Amirmahdi Ajoodani, Mohammadreza Ghafari, Emma Dennis-Knieriem
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引用次数: 0

摘要

在计算机网络用户不断扩大的今天,很难满足终端用户所要求的最佳服务质量(QoS)。考虑到人们对基于云的服务(如云上的游戏)日益增长的热情,改进所提供的QoS也非常重要。据此,使用软件定义网络(SDN)和人工智能等最新技术可以帮助提高游戏玩家可接受的QoS要求。本文的目标是通过分析一些具有不同分辨率的流行游戏来解决这一问题。已经证明,通过发送UDP流量和应用基于定义规则的优先级,可以实现显著的抖动改进。实验结果表明,该方法对高优先级游戏的抖动减少了34%,对所有游戏的抖动减少了3%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SDGC: Software Defined Game Clustering for Jitter Optimization
Today, with the expansion of computer network users, it is difficult to meet the best Quality of Service (QoS) required for end users. Considering the increasing passion for cloud-based services e.g., games on the cloud, improving the QoS provided is also of great importance. According to this, the use of up-to-date technologies such as Software Defined Networks (SDN) and artificial intelligence could help improving the acceptable required QoS by the gamers. The objective of this article, is to deal with this problem by examining some popular games with different resolution qualities. It has been shown that by sending UDP traffic and applying prioritization based on defined rules an eye-catching improvement in jitter would achieve. The experimental results shows that our proposed method improved 34% reduction on jitter for higher priority games and a 3% improvement for all games.
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