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MCCA : a communication architecture for online multiplayer games Bahramshahry, Armin
Abstract
Over the last decade the ability of the Internet infrastructure to carry traffic has not improved at the same rate as the desktop technology. This imbalance has increased the perceived difference in the quality of service (QoS) offered by online multiplayer games compared to single player games. This thesis introduces MCCA, a communication architecture for online multiplayer games to improve the observed QoS and to lower the development complexity. MCCA takes advantage of online game’s relaxed state consistency and predictable workload. MCCA enables a game to label its traffic as belonging to different classes, each with different priorities and requirements. Such labelling, in turn, enables differentiated traffic management, efficient use of available network resources, and ultimately, improved perceived QoS. In addition, MCCA enables a game to adapt to network conditions, through distributed quality aggregation, for each of the game’s generated network traffic. Consequently, MCCA supports a set of generic group communication and quality estimation techniques, and yet it enables a game to define customized methods. This thesis presents the MCCA architecture and its simulation-based evaluation using Quake III, Voice-Over-IP (VoIP), and file transfers. Experiments demonstrate that workload classification, prioritization, and class targeted QoS improve user experience and lower the generated network traffic, while quality aggregation and reporting enable game adaptation to network conditions.
Item Metadata
Title |
MCCA : a communication architecture for online multiplayer games
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Creator | |
Publisher |
University of British Columbia
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Date Issued |
2009
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Description |
Over the last decade the ability of the Internet infrastructure to carry traffic has not improved at the same rate as the desktop technology. This imbalance has increased the perceived difference in the quality of service (QoS) offered by online multiplayer games compared to single player games.
This thesis introduces MCCA, a communication architecture for online multiplayer games to improve the observed QoS and to lower the development complexity. MCCA takes advantage of online game’s relaxed state consistency and predictable workload. MCCA enables a game to label its traffic as belonging to different classes, each with different priorities and requirements. Such labelling, in turn, enables differentiated traffic management, efficient use of available network resources, and ultimately, improved perceived QoS. In addition, MCCA enables a game to adapt to network conditions, through distributed quality aggregation, for each of the game’s generated network traffic. Consequently, MCCA supports a set of generic group communication and quality estimation techniques, and yet it enables a game to define customized methods.
This thesis presents the MCCA architecture and its simulation-based evaluation using Quake III, Voice-Over-IP (VoIP), and file transfers. Experiments demonstrate that workload classification, prioritization, and class targeted QoS improve user experience and lower the generated network traffic, while quality aggregation and reporting enable game adaptation to network conditions.
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Extent |
2630031 bytes
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Type | |
File Format |
application/pdf
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Language |
eng
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Date Available |
2009-08-25
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Provider |
Vancouver : University of British Columbia Library
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Rights |
Attribution-NonCommercial-NoDerivatives 4.0 International
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DOI |
10.14288/1.0067625
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URI | |
Degree | |
Program | |
Affiliation | |
Degree Grantor |
University of British Columbia
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Graduation Date |
2009-11
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Campus | |
Scholarly Level |
Graduate
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Rights URI | |
Aggregated Source Repository |
DSpace
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Item Media
Item Citations and Data
Rights
Attribution-NonCommercial-NoDerivatives 4.0 International