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Translating latency requirements into resource requirements for game traffic
| Content Provider | Semantic Scholar |
|---|---|
| Author | Majewski, Cynthia Griwodz, Carsten Halvorsen, Pål |
| Copyright Year | 2006 |
| Abstract | Networked multi-player games constitute a demanding class of interactive distributed multimedia applications with very high commercial relevance. As such, they attract a grow ing number of researchers in multimedia networking. Most games use a client-server architecture, largely to pre vent cheating. By analyzing the traffic of such games, we confirm that individual client-server flows consume relat ively little bandwidth. Thus latency, rather than bandwidth, is the critical parameter when provisioning this cla ss of applications. In order for commercial game services to ensure low-latency operation, resource reservation mus t be explored. In this paper, we investigate options for a DiffServ-style reservation on part of the path between a ga me server and sets of clients. We show how a token bucket shaper can be parameterized based on a target end-tolatency, and discuss the implications for a network infrastructure. We use the shaper to quantify the burstines s of game traffic and the correlation between individual flows, with a view to the limitations this imposes on resource reservation for aggregate (multiplexed) flows. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://facweb.cs.depaul.edu/ctiphd/ctirs06/CameraReady/Posters/puymbrouck.pdf |
| Alternate Webpage(s) | http://simula.no/research/nd/publications/Majewski.2006.1/simula_pdf_file/ |
| Alternate Webpage(s) | http://heim.ifi.uio.no/~paalh/publications/files/inc2006-games.pdf |
| Alternate Webpage(s) | http://home.ifi.uio.no/paalh/publications/files/inc2006-games.pdf |
| Alternate Webpage(s) | http://heim.ifi.uio.no/~griff/papers/inc2006a.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |