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Multimedia Traffic Load Distribution in Massively Multiplayer Online Games

机译:大型多人在线游戏中的多媒体流量负载分配

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摘要

Most Massively Multiplayer Online Games use client-server architecture and thereby bottlenecks in a single server have been a hot issue. One feasible option for the streaming scenario is to consider the federated peer-to-peer model, where multiple reflectors are put between clients to deliver packets. In this paper, we find that although the reflectors may handle multimedia stream to a certain degree, they often become bottlenecks, particularly when client distribution is skewed. To solve the reflector bandwidth bottleneck problem of the federated peer-to-peer model, we propose a traffic distribution model, and then show that the proposed scheme successfully reduces the peak traffic of an overloaded reflector to less than twice the average traffic size. To evaluate the efficiency of the proposed scheme, we also measured the duration of the distribution process and the additional load of the peak, which is caused at the initial buffering process just before the distribution.
机译:大多数大规模多人在线游戏使用客户端-服务器体系结构,因此单个服务器中的瓶颈已成为热门问题。对于流传输方案,一种可行的选择是考虑联合对等模型,其中在客户端之间放置多个反射器以传递数据包。在本文中,我们发现尽管反射器可以在一定程度上处理多媒体流,但是它们经常成为瓶颈,尤其是在客户端分配出现偏差时。为了解决联邦对等模型的反射器带宽瓶颈问题,我们提出了一种流量分配模型,然后表明该方案成功地将过载的反射器的峰值流量减少到小于平均流量大小的两倍。为了评估所提出方案的效率,我们还测量了分配过程的持续时间和峰值的额外负载,这是在分配之前的初始缓冲过程中引起的。

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