Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
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
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
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
Game server selection for multiple players
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
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
A zone based architecture for massively multi-user simulations
SpringSim '07 Proceedings of the 2007 spring simulaiton multiconference - Volume 1
Discovering First Person Shooter game servers online: techniques and challenges
International Journal of Advanced Media and Communication
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
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
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
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Improving online gaming quality using detour paths
Proceedings of the international conference on Multimedia
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)
Network Architectures and Data Management for Massively Multiplayer Online Games
International Journal of Grid and High Performance Computing
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For many on-line games, user experience is impacted significantly by network latency. As on-line games and on-line game servers proliferate, the ability to discover and connect to nearby servers is essential for maintaining user satisfaction. In this paper, we present a redirection service for on-line games based on the geographic location of players relative to servers. As our results show, the service better meets client demand, saving each client and the Internet as a whole, thousands of miles of networking inefficiency.