A geographic redirection service for on-line games
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
Networking and Online Games
Discovering First Person Shooter game servers online: techniques and challenges
International Journal of Advanced Media and Communication
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
An online framework for catching top spreaders and scanners
Computer Networks: The International Journal of Computer and Telecommunications Networking
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
REED: Optimizing first person shooter game server discovery using network coordinates
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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This paper describes the use of origin Autonomous System (AS) information to optimise online First Person Shooter (FPS) game server discovery. Online FPS games typically use a client-server model, with thousands of game servers active at any time. Traditional server discovery probes all available servers over multiple minutes in no particular order, creating thousands of short-lived UDP flows. Using Valve's Counterstrike:Source game this paper demonstrates a multi-step process: Sort available game servers by origin AS, probe a subset of servers in each AS, rank each AS in ascending order of estimated round trip time (RTT), then probe all remaining game servers according to the rank of their origin AS. Probing game servers in approximately ascending RTT expedites the identification of playable servers. This new approach may take less than 20% of the time and network traffic of conventional server discovery (without exceeding conventional server discovery time and traffic consumption in the worst case).