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REED: Optimizing First Person Shooter game server discovery using network coordinates

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posted on 2024-07-09, 15:13 authored by Grenville Armitage, Amiel Heyde
Online First Person Shooter (FPS) games typically use a client-server communication model, with thousands of enthusiasthosted 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.

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PDF (Accepted manuscript)

ISSN

1551-6857

Journal title

ACM Transactions on Multimedia Computing, Communications and Applications

Volume

8

Issue

2

Article number

article no. 20

Pagination

1-21

Publisher

ACM

Copyright statement

Copyright © 2012 ACM. This the accepted manuscript of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM Transactions on Multimedia Computing, Communications and Applications, Vol. 8, no. 2, (May 2012) http://doi.acm.org/10.1145/2168996.2169000.

Language

eng

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