Quantifying the Effect of Content-based Transport Strategies for Online Role Playing Games
Date Issued
2008
Date
2008
Author(s)
Chen, Chih-Ming
Abstract
The QoS requirements of game messages may differ because of the latter''s intrinsic characteristics. Some messages require in-order transmission and reliability, some can be transmitted in an unordered and unreliable way, while others need reliable and unordered transmission. Assigning the same QoS level to all game messages causes unnecessary overhead. Although certain transport protocols can assign different QoS levels to individual messages, there has been little investigation of the performance advantage of assigning different QoS levels to the messages.n this paper, we propose three content-based strategies for quantifying the effects of different QoS levels. The strategies assign appropriate QoS requirements for game messages based on our analysis of {alnt} action logs. We evaluate several transport protocols, including TCP, UDP, SCTP, DCCP, and our content-based transport protocol using the action logs of {alnt}. Through simulations, we quantify the performance of our content-based strategies. The results show that the strategies incur much lower end-to-end delay and end-to-end jitter than existing transport protocols.
Subjects
Massive multi-player online game
Game analysis
Content-based
Performance comparison
Transport strategies
Simulation
Type
thesis
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