![]() ![]() The worst case converges to (without exceeding) the behaviour The time and network traffic of conventional game server discovery. Discovery of playable servers may now take less than 20% of Game servers are now probed in approximatelyĪscending latency, expediting the location of playable servers. Using server discoveryĭata from Valve’s Counterstrike:Source and idSoftware’s Wolfenstein Enemy Territory this paper demonstrates that pre-probingĪ subset of game servers can be used to re-order and optimise the overall probe sequence. Rapid consumption of longer-lived per-flow state memory in NAT devices between a client and the internet. Traditional FPS server discovery probes allĪvailable servers over multiple minutes in no particular order, creating thousands of short-lived UDP flows. Use a client-server model, with thousands of game servers active at any time. Person Shooter (FPS) game servers and the number of network flows created during game server discovery. This paper describes a client-side, adaptive search technique to reduce both the time taken to discover playable online First Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. sources of lag/jitter), clarifying coinciding requirements. predicting traffic loads) with those of game developers (e.g. Contrasts the considerations of ISPs (e.g. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Examples of real-world multiplayer online games illustrate the theory throughout. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. The computer game industry is clearly growing in the direction of multiplayer, online games. ABSTRACT We study the "background traffic" resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play Networked, multiplayer games utilise the network in two distinct ways Game play is typically built around a client - server communication model, and the resulting traffic patterns have been well studied to date However, the discovery of available game servers is itself a client - server process Operational game servers register themselves with well - known "master servers", which are then queried by game clients looking for available servers Game clients then probe the servers and retrieve information such as game type, number of other players, currently active map, and latency (ping time) We instrumented two active and public " Wolfenstein: Enemy Territory" servers over 20 weeks, developed a simple method to differentiate client probes from game - play traffic, and then characterized and contrasted the time - of - day, geographical distributions and traffic characteristics of both traffic types We find that a significant amount of a server's traffic is probe traffic and the geographical origins are very different for both types of traffic We propose techniques to improve server location and to decrease the amount of probe traffic ![]()
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