Fairness in Multi-Player Online Games on Deadline-Based Networks

Anh Le, Yanni Ellen Liu
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引用次数: 5

Abstract

The fairness issue in multi-player online games (MOGs) on deadline-based networks is investigated. A particular type of MOGs, namely the first-person-shooter (FPS) game, is examined. Potential unfair scenarios in FPS games due to disparate network delays are analyzed. A fairness definition and two fairness metrics are introduced. Two strategies to achieve fairness in FPS games on a deadline-based network are developed. The first strategy is based on end-system delay compensation; the other is based on the characteristics of the underlying network. The performance of the developed strategies is evaluated by simulation. Experiments show that by employing these two strategies, game fairness can be significantly improved. I. INTRODUCTION Recently, the number of real-time applications running on packet-switched computer networks increased rapidly. They vary from stock quote update and online auction, to audio, video conferencing, Internet telephony, and real-time interac- tive online games. These applications require timely delivery of real-time data across the transport network. In order to support this, quality of service (QoS) support at the transport network is required. Deadline-based network resource management (1) is a new approach to supporting real-time applications in packet- switched networks. In this approach, a pair (size, deadline) is specified for each application data unit (ADU). An ADU can be a file, a state update message in an online game, or an audio or video frame in multimedia applications. The ADU deadline specifies the absolute time at which the ADU should be received by the receiving application. For delivery, an ADU may be fragmented and sent in more than one packet. The ADU deadline is mapped to packet deadlines, which are carried by packets and used by routers for channel scheduling. Deadline-based scheduling is employed in routers. When com- pared to the first-come first-served scheduling, which is used on the classic Internet, deadline-based channel scheduling was shown to yield better performance in terms of the percentage of ADUs that are delivered on time (1). In the literature, the effectiveness of deadline-based scheduling has been evaluated assuming generic real-time traffic rather than traffic from more specific types of real-time applications. In this research, as a step towards real-world application support, we investigate the capability of deadline-based networks in support of MOGs. MOGs are computer games in which multiple game players simultaneously participate in a game session over a computer network. MOGs are increasingly popular on today's Internet. The implementation of MOGs often adopts a client-server architecture in which each game client is connected to a game server via a computer network. State update messages are transmitted between the game clients and the game server. There are various types of MOGs, among which the FPS games often have the most stringent requirement on the delay performance of the underlying network because of the highly interactive nature of such games. Because of its high QoS demand on the network, this research focuses on the support
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基于截止日期网络的多人在线游戏公平性研究
研究了基于截止日期网络的多人在线游戏公平性问题。本文考察了一种特殊类型的mog,即第一人称射击游戏(FPS)。分析了不同网络延迟对FPS游戏造成的潜在不公平情况。介绍了公平的定义和两个公平度量。提出了两种基于期限网络的FPS游戏公平性策略。第一种策略是基于端系统延迟补偿;另一种是基于底层网络的特性。通过仿真对所开发策略的性能进行了评价。实验表明,采用这两种策略可以显著提高博弈公平性。最近,运行在分组交换计算机网络上的实时应用程序的数量迅速增加。它们从股票报价更新和在线拍卖,到音频、视频会议、互联网电话和实时互动在线游戏。这些应用程序需要通过传输网络及时传递实时数据。为了支持这一点,需要在传输网络上提供服务质量(QoS)支持。基于截止日期的网络资源管理(1)是支持分组交换网络中实时应用的一种新方法。在这种方法中,为每个应用程序数据单元(ADU)指定一对(大小、截止日期)。ADU可以是一个文件,在线游戏中的状态更新消息,或多媒体应用程序中的音频或视频帧。ADU截止日期指定了接收应用程序应该接收ADU的绝对时间。为了传送,一个ADU可能被分割成多个包发送。ADU的截止日期与报文的截止日期相对应,由报文携带,由路由器进行信道调度。在路由器中采用基于截止日期的调度。与经典互联网上使用的先到先得调度相比,基于截止日期的通道调度在按时交付adu的百分比方面显示出更好的性能(1)。在文献中,基于截止日期的调度的有效性已经在假设一般实时流量而不是来自更具体类型的实时应用的流量的情况下进行了评估。在这项研究中,作为向现实世界应用支持迈出的一步,我们研究了基于截止日期的网络在支持mog方面的能力。mog是一种电脑游戏,其中多个游戏玩家通过计算机网络同时参与游戏会话。mog在今天的互联网上越来越流行。mog的实现通常采用客户机-服务器架构,其中每个游戏客户机通过计算机网络连接到游戏服务器。状态更新消息在游戏客户端和游戏服务器之间传输。mog的类型多种多样,其中FPS游戏由于其高度交互性,往往对底层网络的延迟性能要求最为严格。由于其对网络的高QoS需求,本研究的重点是支持
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