G-COPSS: A Content Centric Communication Infrastructure for Gaming Applications

Jiachen Chen, M. Arumaithurai, Xiaoming Fu, K. Ramakrishnan
{"title":"G-COPSS: A Content Centric Communication Infrastructure for Gaming Applications","authors":"Jiachen Chen, M. Arumaithurai, Xiaoming Fu, K. Ramakrishnan","doi":"10.1109/LANMAN.2011.6076923","DOIUrl":null,"url":null,"abstract":"Information-Centric Networking provides substantial flexibility for users to obtain information without knowing the source of information or its current location. With users increasingly focused on an online world, an emerging challenge for the network infrastructure is to support Massively Multiplayer Online Role Playing Game (MMORPG). Currently, MMORPG is built on IP infrastructure with the primary responsibility resting on servers for disseminating control messages and predicting/retrieving objects belonging to each player's view. Scale and timeliness are major challenges of such a server-oriented gaming architecture. Limited server resources significantly impair the user's interactive experience, requiring game implementations to limit the number of players in a single game instance. We propose Gaming over COPSS (G-COPSS), a distributed communication infrastructure using a Content-Oriented Pub/Sub System (COPSS) to enable efficient decentralized information dissemination in MMORPG, jointly exploiting the network and end-systems for player management and information dissemination. G-COPSS aims to scale well in the number of players in a single game, while still meeting users' response time requirements. We have implemented G-COPSS on top of the open-source CCNx implementation. We use a simple game with a hierarchical map to carefully micro benchmark the implementation and the processing involved in managing game dynamics. We have also micro benchmarked the game based on NDN and a server with an IP infrastructure. We emulate an application that is particularly emblematic of MMORPG -- Counter-Strike -- but one in which all players share a hierarchical structured map. Using trace-driven simulation, we demonstrate that G-COPSS can achieve high scalability and tight timeliness requirements of MMORPG. The simulator is parameterized based on micro benchmarks of our implementation. Our evaluations show that G-COPSS provides orders of magnitude improvement in update latency and a factor of two reduction in aggregate network load compared to a server-based implementation.","PeriodicalId":6300,"journal":{"name":"2012 IEEE 32nd International Conference on Distributed Computing Systems","volume":"2 1","pages":"355-365"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"30","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 IEEE 32nd International Conference on Distributed Computing Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/LANMAN.2011.6076923","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 30

Abstract

Information-Centric Networking provides substantial flexibility for users to obtain information without knowing the source of information or its current location. With users increasingly focused on an online world, an emerging challenge for the network infrastructure is to support Massively Multiplayer Online Role Playing Game (MMORPG). Currently, MMORPG is built on IP infrastructure with the primary responsibility resting on servers for disseminating control messages and predicting/retrieving objects belonging to each player's view. Scale and timeliness are major challenges of such a server-oriented gaming architecture. Limited server resources significantly impair the user's interactive experience, requiring game implementations to limit the number of players in a single game instance. We propose Gaming over COPSS (G-COPSS), a distributed communication infrastructure using a Content-Oriented Pub/Sub System (COPSS) to enable efficient decentralized information dissemination in MMORPG, jointly exploiting the network and end-systems for player management and information dissemination. G-COPSS aims to scale well in the number of players in a single game, while still meeting users' response time requirements. We have implemented G-COPSS on top of the open-source CCNx implementation. We use a simple game with a hierarchical map to carefully micro benchmark the implementation and the processing involved in managing game dynamics. We have also micro benchmarked the game based on NDN and a server with an IP infrastructure. We emulate an application that is particularly emblematic of MMORPG -- Counter-Strike -- but one in which all players share a hierarchical structured map. Using trace-driven simulation, we demonstrate that G-COPSS can achieve high scalability and tight timeliness requirements of MMORPG. The simulator is parameterized based on micro benchmarks of our implementation. Our evaluations show that G-COPSS provides orders of magnitude improvement in update latency and a factor of two reduction in aggregate network load compared to a server-based implementation.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
G-COPSS:游戏应用的以内容为中心的通信基础设施
以信息为中心的网络为用户在不知道信息来源或当前位置的情况下获取信息提供了极大的灵活性。随着用户越来越关注在线世界,支持大型多人在线角色扮演游戏(MMORPG)是网络基础设施面临的一个新挑战。目前,MMORPG是建立在IP基础设施上的,服务器的主要职责是传播控制信息,预测/检索属于每个玩家视图的对象。规模和时效性是这种面向服务器的游戏架构的主要挑战。有限的服务器资源严重损害了用户的交互体验,要求游戏实现限制单个游戏实例中的玩家数量。本文提出了一种基于COPSS (Gaming over COPSS, G-COPSS)的分布式通信基础设施,采用面向内容的Pub/Sub系统(Content-Oriented Pub/Sub System, COPSS)来实现MMORPG中高效的分散信息传播,共同利用网络和终端系统进行玩家管理和信息传播。G-COPSS的目标是在单个游戏中很好地扩展玩家数量,同时仍然满足用户的响应时间要求。我们在开源的CCNx实现之上实现了G-COPSS。我们使用一个带有层级地图的简单游戏,仔细地对执行和管理游戏动态过程进行微基准测试。我们还基于NDN和带有IP基础架构的服务器对游戏进行了微基准测试。我们模仿了一款MMORPG的典型应用——《反恐精英》,但在这款应用中,所有玩家都共享一个分层结构的地图。通过跟踪驱动仿真,我们证明了G-COPSS可以实现MMORPG的高扩展性和严格的时效性要求。模拟器是基于我们实现的微基准参数化的。我们的评估表明,与基于服务器的实现相比,G-COPSS在更新延迟方面提供了数量级的改进,并且在总网络负载方面减少了两倍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Design and Simulation of Multiple Quantum well based InGaN/GaN Light Emitting Diode for High power applications Virtual Reality based System for Training and Monitoring Fire Safety Awareness for Children with Autism Spectrum Disorder A Cognitive Based Channel Assortment Using Ant-Colony Optimized Stable Path Selection in an IoTN Design and Implementation of DNA Based Cryptographic Algorithm A Compact Wearable 2.45 GHz Antenna for WBAN Applications
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1