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Gaming network delays investigation and collection of very large-scale data sets

机译:游戏网络延迟了非常大规模数据集的调查和收集

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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 investigate specific game traffic connection types and show how we could collect very large-scale data sets of gaming metadata to control gaming network performance in real time. Such investigation and conducted experimentations will improve quality of service for GPN systems and their reliability.
机译:WTFast的玩家专用网络(GPN)是一种客户端/服务器解决方案,可以使在线游戏更快。 GPN通过广域网将在线视频游戏玩家与通用游戏服务联系起来。在线游戏是由在虚拟环境中竞争的个人玩家进行的交互式竞赛。响应时间,延迟及其可预测性是GPn成功的关键,并且与整个Internet系统的复杂性背道而驰。我们已经建立了虚拟GPN组件的实验网络,以便仔细测量分布式Minecraft游戏的延迟统计信息,并在受控的实验室环境中进行测量。这使人们对参数之间的耦合有了更好的理解,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参数的时间序列。在本文中,我们研究了特定的游戏流量连接类型,并展示了如何收集游戏元数据的超大规模数据集以实时控制游戏网络性能。这样的调查和进行的实验将提高GPN系统的服务质量及其可靠性。

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