Enabling P2P gaming with network coding

  • Authors:
  • Balázs Lajtha;Gergely Biczók;Róbert Szabó

  • Affiliations:
  • High Speed Networks Laboratory, Dept. of Telecommunications and Media Informatics, Budapest University of Technology and Economics;High Speed Networks Laboratory, Dept. of Telecommunications and Media Informatics, Budapest University of Technology and Economics;High Speed Networks Laboratory, Dept. of Telecommunications and Media Informatics, Budapest University of Technology and Economics

  • Venue:
  • EUNICE'10 Proceedings of the 16th EUNICE/IFIP WG 6.6 conference on Networked services and applications: engineering, control and management
  • Year:
  • 2010

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Abstract

The popularity of online multiplayer games is ever-growing. Traditionally, networked games have relied on the client-server model for information sharing among players, putting a tremendous burden on the server and creates a single point of failure. Recently, there have been efforts to employ the peer-to-peer paradigm for gaming purposes, however, latency-sensitive action games still pose a formidable challenge. The main contribution of this paper is the design of a novel peer-to-peer gaming framework based on random linear network coding. We briefly evaluate the performance of the proposed framework; our initial results suggest a significant reduction in network latency that comes at the expense of a small data traffic overhead. Although further evaluation is clearly needed, we believe that our approach can be the foundation of a truly peer-to-peer communication architecture for networked games.