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Minimising Disruption Caused by Online FPS Game Server Discovery in a Wireless Network

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conference contribution
posted on 2024-07-09, 17:17 authored by Jason ButJason But, Christopher Leong, Philip BranchPhilip Branch, Grenville Armitage
A key part of First Person Shooter network gaming is the game server discovery phase. Whilst probing for suitable servers from a wireless network, a large burst of network traffic is generated, potentially leading to detrimental effects on network capacity available to other wireless users. This can be minimised using an optimised algorithm to order the discovery probes and subsequently terminate the discovery process early. In this paper we explore further modifications to a previously proposed algorithm and examine its efficacy in further reducing the probe time/traffic during the server discovery phase. We show that it is possible to further reduce the overall discovery process duration by up to 13% while still presenting all suitable servers to the user for selection.

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ISBN

9781424463961

ISSN

1525-3511

Journal title

IEEE Wireless Communications and Networking Conference, WCNC

Conference name

2010 IEEE Wireless Communication and Networking Conference

Pagination

1-6

Publisher

IEEE

Copyright statement

Copyright © 2010 IEEE. The published version is reproduced in accordance with the copyright policy of the publisher. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.

Language

eng

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