DOI:
https://doi.org/10.14483/10.14483/udistrital.jour.RC.2016.24.a10Published:
06/14/2016Issue:
Vol. 24 No. 1 (2016): January-April 2016Section:
Science and EngineeringRedes y su tráfico en juegos multijugador
Networks and their traffic in multiplayer games
Keywords:
Multijugador, MCG, realidad virtual (es).Keywords:
Multiplayer, MCG, virtual reality (en).Downloads
Abstract (es)
Los juegos de computador en tiempo real, o (MCG) están a la vanguardia de la utilización de las posibilidades de la red. Las investigaciones sobre esta materia se han hecho para las simulaciones militares, sistemas de realidad virtual, soporte informático del trabajo en equipo, las soluciones propuestas divergen sobre los problemas que plantea el MCG. Con esto en mente, este documento ofrece una visión general de los cuatro aspectos que afectan a la creación de redes en el MCG. En primer lugar, los recursos de redes (ancho de banda, latencia y capacidad de cálculo), junto con los límites técnicos dentro de la cual el MCG debe operar. En segundo lugar, los conceptos de distribución incluyen arquitecturas de comunicación (peer-to-peer, cliente / servidor, servidor / red), y los datos y arquitecturas de control (centralizado, distribuido y reproducido) .Thirdly, la escalabilidad permite que el MCG para adaptarse a los cambios en los recursos de parametrización. Por último, la seguridad está destinado para defenderse de las trampas y el vandalismo, que son comunes en los juegos en línea; para comprobar el tráfico, en particular de estos juegos que decidimos tomar el juego masivo multijugador Liga de Leyendas, se despliega una escena de red correspondiente a una situación de la vida real en una red de acceso ADSL se ha simulado mediante el uso de NS2.Tres variantes de TCP, que significa TCP SACK, Nueva Reno TCP y TCP Vegas, han sido consideradas para el tráfico transversal. Los resultados muestran que TCP Vegas es capaz de mantener una velocidad constante, mientras que una carrera contra el tráfico juego, ya que evita la pérdida de paquetes y los retrasos en la cola causado por los altos picos, sin aumentar el tamaño de la ventana de remitente.
Abstract (en)
Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity), together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network), and data and control architectures (centralized, distributed and reproduced) .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2
Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic.
References
Y. Wu, H. Huang, D. Zhang, “Traffic Modeling for Massive Multiplayer On-line Role Playing Game (MMORPG) in GPRS Access Network,”, 2006.
M. Ries, P. Svoboda, M. Rupp, “Empirical study of subjective quality for Massive Multiplayer Games,”, 2008.
A. Vishwanath, V. Sivaraman, G. N. Rouskas. “Considerations for Sizing Buffers in Optical Packet Switched Networks,” in IEEE INFOCOM, Brazil, 2009.
G. Nancy Yaneth, C. Andrés Rogelio, S. Jairo Andrés. “comparación entre los tipos de tcp reno, sack y vegas desde el punto de vista del control de flujo” , 2012
G. Huang, M. Ye, L. Cheng, “Modeling System Performance in MMORPG”. In: Globecom 2004 Workshop,IEEE 2004
J.L. Miller, J. Crowcroft: The Near-Term Feasibility of P2P MMOGs. In: Proc. International Workshop on Network and Systems Support for Games (NetGames) (2010)
B. Thomas; “Comparison of TCP Reno and TCP Vegas via fluid approximations”: Institut National de Recherche En Informatique Et En Automatique, 1998.
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