REED: Optimizing first person shooter game server discovery using network coordinates

  • Authors:
  • Grenville Armitage;Amiel Heyde

  • Affiliations:
  • Centre for Advanced Internet Architectures, Swinburne University of Technology, Australia;Centre for Advanced Internet Architectures, Swinburne University of Technology, Australia

  • Venue:
  • ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
  • Year:
  • 2012

Quantified Score

Hi-index 0.00

Visualization

Abstract

Online First Person Shooter (FPS) games typically use a client-server communication model, with thousands of enthusiast-hosted game servers active at any time. Traditional FPS server discovery may take minutes, as clients create thousands of short-lived packet flows while probing all available servers to find a selection of game servers with tolerable round trip time (RTT). REED reduces a client's probing time and network traffic to 1% of traditional server discovery. REED game servers participate in a centralized, incremental calculation of their network coordinates, and clients use these coordinates to expedite the discovery of servers with low RTTs.