Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
A geographic redirection service for on-line games
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Server topology considerations in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Fast transparent migration for virtual machines
ATEC '05 Proceedings of the annual conference on USENIX Annual Technical Conference
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Optimising online FPS game server discovery through clustering servers by origin autonomous system
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
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
The effect of latency on user performance in Real-Time Strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Adaptive server selection for large scale interactive online games
Computer Networks: The International Journal of Computer and Telecommunications Networking
Client-side adaptive search optimisation for online game server discovery
NETWORKING'08 Proceedings of the 7th international IFIP-TC6 networking conference on AdHoc and sensor networks, wireless networks, next generation internet
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
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Massively Multi-player Online Games (MMOGs) have stringent latency requirements and handle large numbers of concurrent players. To support these conflicting requirements, it is common to divide the virtual environment into virtual regions, and spawn multiple instances of isolated game areas, to serve multiple distinct groups of players. As MMOGs attract players across the world, dispersing these regions and instances on geographically distributed servers is plausible. With Ginnungagap, we present the prototype implementation and evaluation of functionality for migrating objects to support dynamic re-distribution of game-state, with a distributed name server efficiently maintaining references to migrated objects. Core-selection algorithms, using players latencies, can then locate an optimal placement for a given region or instance. The variance of the measured latencies (and core-selection algorithm) is reduced by enabling our TCP modifications for latency reduction for non-greedy streams. Correspondingly, we anticipate a decrease in aggregate latency for the affected players.