Server placement algorithms for the construction of a QoS enabled gaming infrastructure

Bart De Vleeschauwer, F. Turck, B. Dhoedt, P. Demeester
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引用次数: 4

Abstract

With the deployment of broadband Internet access, a new set of applications that is becoming more and more popular are highly interactive services such as online gaming. When the delay experienced in an online game passes a certain threshold, the quality of service (QoS) degrades enormously, as a result the clients are no longer satisfied and might decide to leave the game or to cancel the subscription. Thus, delay is critical to the success of this type of service. Network delay is a result of the way the data is distributed between the players. In this paper we propose the use of a set of game servers. These servers not only play the role of a traditional game server but also form an overlay network which can be used as an application layer routing infrastructure, allowing us to route along low delay paths and thereby increasing the QoS of the game. We study algorithms that determine the ideal location of the servers in a network and look at the performance of the resulting overlay networks in terms of end-to-end delay and the relationship between the number of servers in the overlay network and the offered QoS. We also compare our distributed architecture with both a single server and a peer-to-peer architecture.
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用于构建支持QoS的游戏基础设施的服务器放置算法
随着宽带互联网接入的普及,网络游戏等交互性很强的服务也越来越受到人们的欢迎。当在线游戏中的延迟超过一定阈值时,服务质量(QoS)就会大大降低,导致客户端不再满意,并可能决定离开游戏或取消订阅。因此,延迟对此类服务的成功至关重要。网络延迟是数据在玩家之间分配的方式的结果。在本文中,我们建议使用一套游戏服务器。这些服务器不仅扮演传统游戏服务器的角色,而且还形成了一个覆盖网络,可以用作应用层路由基础设施,允许我们沿着低延迟路径路由,从而提高游戏的QoS。我们研究了确定网络中服务器理想位置的算法,并根据端到端延迟以及覆盖网络中服务器数量与提供的QoS之间的关系,研究了由此产生的覆盖网络的性能。我们还将分布式体系结构与单服务器和点对点体系结构进行了比较。
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