Abstract
Online First Person Shooter (FPS) games typically use a client-server communication model, with thousands of enthusiast-hosted game servers active at any time. Traditional FPS server discovery may take minutes, as clients create thousands of short-lived packet flows while probing all available servers to find a selection of game servers with tolerable round trip time (RTT). REED reduces a client's probing time and network traffic to 1% of traditional server discovery. REED game servers participate in a centralized, incremental calculation of their network coordinates, and clients use these coordinates to expedite the discovery of servers with low RTTs.
- Agarwal, S. and Lorch, J. R. 2009. Matchmaking for online games and other latency-sensitive p2p systems. In Proceedings of the ACM SIGCOMM Conference on Data Communication. ACM, New York, NY, 315--326. Google Scholar
Digital Library
- Armitage, G. 2003. An Experimental Estimation of Latency Sensitivity in Multiplayer Quake3. In Proceedings of the 11th IEEE International Conference on Networks.Google Scholar
- Armitage, G. 2008a. Client-side Adaptive Search Optimisation for Online Game Server Discovery. In Proceedings of International Federation for Information Processing Conference on Networking. Google Scholar
Digital Library
- Armitage, G. 2008b. Optimising Online FPS Game Server Discovery through Clustering Servers by Origin Autonomous System. In Proceedings of the ACM International Workshop on Network and Operating Systems Support for Digital Audio and Video. Google Scholar
Digital Library
- Armitage, G., Javier, C., and Zander, S. 2006. Topological optimisation for online first person shooter game server discovery. In Proceedings of the Australian Telecommunications and Network Application Conference.Google Scholar
- Beigbeder, T., Coughlan, R., Lusher, C., Plunkett, J., Agu, E., and Claypool, M. 2004. The effects of loss and latency on user performance in Unreal Tournament 2003. In Proceedings of the 3rd Workshop on Network and System Support for Games. ACM, New York, NY, 144--151. Google Scholar
Digital Library
- Chambers, C., Feng, W.-C., W.-C., F., and Saha, D. 2003. A geographic, redirection service for on-line games. In Proceedings of ACM Multimedia. Google Scholar
Digital Library
- Claypool, M. 2008. Network characteristics for server selection in online games. In Proceedings of the Annual Multimedia Computing and Networking Conference.Google Scholar
- Dabek, F., Cox, R., Kaashoek, F., and Morris, R. 2004. Vivaldi: a decentralized network coordinate system. In Proceedings of the ACM SIGCOMM Conference on Data Communication. ACM, New York, NY, 15--26. Google Scholar
Digital Library
- Feng, W.-C. and Feng, W.-C. 2003. On the geographic distribution of on-line game servers and players. In Proceedings of the 2nd Workshop on Network and System Support for Games. ACM Press, New York, NY. Google Scholar
Digital Library
- Francis, P., Jamin, S., Jin, C., Jin, Y., Raz, D., Shavitt, Y., and Zhang, L. 2001. Idmaps: a global internet host distance estimation service. IEEE/ACM Trans. Netw. 9, 5, 525--540. Google Scholar
Digital Library
- Gummadi, K. P., Saroiu, S., and Gribble, S. D. 2002. King: Estimating latency between arbitrary internet end hosts. In Proceedings of the 2nd ACM SIGCOMM Workshop on Internet Measurement. ACM, New York, NY, 5--18. Google Scholar
Digital Library
- Henderson, T. 2002. Observations on game server discovery mechanisms. In Proceedings of the 1st Workshop on Network and System Support for Games. ACM, New York, NY, 47--52. Google Scholar
Digital Library
- Hoberock, J. and Bell, N. 2010. Thrust C++ template library for CUDA. http://code.google.com/p/thrust/.Google Scholar
- Ledlie, J., Pietzuch, P., and Seltzer, M. 2006. Stable and accurate network coordinates. In Proceedings of the 26th IEEE International Conference on Distributed Computing Systems. IEEE Computer Society, Los Alamitos, CA, 74. Google Scholar
Digital Library
- Lee, Y., Agarwal, S., Butcher, C., and Padhye, J. 2008. Measurement and estimation of network QoS among peer Xbox 360 game players. In Proceedings of the 9th Passive and Active Network Measurement Conference (PAM '08). Springer, 41--50. Google Scholar
Digital Library
- Lua, E. K., Griffin, T., Pias, M., Zheng, H., and Crowcroft, J. 2005. On the accuracy of embeddings for internet coordinate systems. In Proceedings of the 5th ACM SIGCOMM Conference on Internet Measurement. USENIX Association, Berkeley, CA, 11--11. Google Scholar
Digital Library
- Ng, T. and Zhang, H. 2002. Predicting internet network distance with coordinates-based approaches. In Proceedings of IEEE INFOCOM. 170--179.Google Scholar
- Ng, T. S. E. and Zhang, H. 2001. Towards global network positioning. In Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement. ACM, New York, NY, 25--29. Google Scholar
Digital Library
- PlanetLab. 2008. Planetlab - an open platform for developing, deploying, and accessing planetary-scale services. https://www.planet-lab.org/.Google Scholar
- Valve Corporation. 2009a. Counterstrike: Source. http://counter-strike.net/.Google Scholar
- Valve Corporation. 2009b. Master server query protocol. http://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol.Google Scholar
- Valve Corporation. 2009c. Server queries. http://developer.valvesoftware.com/wiki/Server_Queries.Google Scholar
- Valve Corporation. 2009d. Welcome to Steam. http://www.steampowered.com/.Google Scholar
- Vik, K.-H., Griwodz, C., and Halvorsen, P. 2009. On the influence of latency estimation on dynamic group communication using overlays. Proceedings of the Annual Multimedia Computing and Networking Conference. R. Rejaie and K. D. Mayer-Patel, Eds.Google Scholar
- Wong, B., Slivkins, A., and Sirer, E. G. 2005. Meridian: a lightweight network location service without virtual coordinates. In Proceedings of the ACM SIGCOMM Conference on Data Communication. ACM, New York, NY, 85--96. Google Scholar
Digital Library
- Zander, S., Kennedy, D., and Armitage, G. 2005. Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games. In Proceedings of 4th Workshop on Network and System Support for Games. Google Scholar
Digital Library
Index Terms
REED: Optimizing first person shooter game server discovery using network coordinates
Recommendations
Optimising online FPS game server discovery through clustering servers by origin autonomous system
NOSSDAV '08: Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and VideoThis 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. ...
Client-side adaptive search optimisation for online game server discovery
NETWORKING'08: Proceedings of the 7th international IFIP-TC6 networking conference on AdHoc and sensor networks, wireless networks, next generation internetThis paper describes a client-side, adaptive search technique to reduce both the time taken to discover playable online First Person Shooter (FPS) game servers and the number of network flows created during game server discovery. Online FPS games ...
Discovering First Person Shooter game servers online: techniques and challenges
Multiplayer online first person shooter games are usually client-server based. This paper reviews networking issues and tradeoffs associated with common techniques used to discover playable game servers. ISPs, game hosting companies and private ...








Comments