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Optimising online FPS game server discovery through clustering servers by origin autonomous system

Published:28 May 2008Publication History

ABSTRACT

This paper describes the use of origin Autonomous System (AS) information to optimise online First Person Shooter (FPS) game server discovery. Online FPS games typically use a client-server model, with thousands of game servers active at any time. Traditional server discovery probes all available servers over multiple minutes in no particular order, creating thousands of short-lived UDP flows. Using Valve's Counterstrike:Source game this paper demonstrates a multi-step process: Sort available game servers by origin AS, probe a subset of servers in each AS, rank each AS in ascending order of estimated round trip time (RTT), then probe all remaining game servers according to the rank of their origin AS. Probing game servers in approximately ascending RTT expedites the identification of playable servers. This new approach may take less than 20% of the time and network traffic of conventional server discovery (without exceeding conventional server discovery time and traffic consumption in the worst case).

References

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  1. Optimising online FPS game server discovery through clustering servers by origin autonomous system

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        Reviews

        Hua-Yi Lin

        This paper employs Valve's Counter-Strike:Source (CS:S) game methods to propose an optimized server discovery time on the Internet. The proposed scheme sorts game servers, detects a subset of servers, ranks each autonomous system (AS) according to the round-trip time (RTT), and probes all remaining game servers using the rank of the origin AS. The experiment indicates that, as a result, the proposed method significantly reduces the discovery server time and network traffic. The main contributions of this paper are the presentation of the proposed algorithms' calibrating clusters and terminating optimized probes, and the improvement of the game server discovery process. This scheme provides better performance for distant and near clients accessing game servers. Overall, this is a qualified paper, but it does have some weaknesses. Many notations and variables lack detailed descriptions, and several paragraphs are difficult to follow. For clarity, algorithms could have been presented with flowcharts or figures. These improvements would have enhanced the quality of the paper. Online Computing Reviews Service

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        • Published in

          cover image ACM Conferences
          NOSSDAV '08: Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
          May 2008
          145 pages
          ISBN:9781605581576
          DOI:10.1145/1496046
          • Program Chairs:
          • Carsten Griwodz,
          • Lars Wolf

          Copyright © 2008 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 28 May 2008

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          Acceptance Rates

          Overall Acceptance Rate118of363submissions,33%

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