Server selection with delay constraints for online games

Yuh-Rong Chen, S. Radhakrishnan, S. Dhall, S. Karabuk
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引用次数: 9

Abstract

Improving latency is the key to a successful online game-playing experience. With the use of multiple servers along with a well-provisioned network it is possible to reduce the latency. Given a network of servers, game clients, and a desired delay bound, we have designed algorithms to determine the subnetwork of servers whose cardinality is minimal. We have considered the cases wherein the subnetwork architecture is a client-server and a peer-to-peer. We have also provided exhaustive empirical evaluations of our algorithms and compared their performance with the optimum. Experimental results show that our polynomial-time algorithms could find good solutions quickly.
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带延迟约束的在线游戏服务器选择
改善延迟是成功在线游戏体验的关键。通过使用多台服务器和配置良好的网络,可以减少延迟。给定服务器网络、游戏客户端和期望的延迟边界,我们设计了算法来确定基数最小的服务器子网。我们已经考虑了子网体系结构是客户机-服务器和点对点的情况。我们还对我们的算法进行了详尽的实证评估,并将其性能与最优算法进行了比较。实验结果表明,我们的多项式时间算法可以快速找到较好的解。
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