IDMaps: a global internet host distance estimation service
IEEE/ACM Transactions on Networking (TON)
Towards global network positioning
IMW '01 Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement
Observations on game server discovery mechanisms
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
King: estimating latency between arbitrary internet end hosts
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
Vivaldi: a decentralized network coordinate system
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Meridian: a lightweight network location service without virtual coordinates
Proceedings of the 2005 conference on Applications, technologies, architectures, and protocols for computer communications
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Stable and Accurate Network Coordinates
ICDCS '06 Proceedings of the 26th IEEE International Conference on Distributed Computing Systems
On the accuracy of embeddings for internet coordinate systems
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
Matchmaking for online games and other latency-sensitive P2P systems
Proceedings of the ACM SIGCOMM 2009 conference on Data communication
Measurement and estimation of network QoS among peer Xbox 360 game players
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
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
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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.