Paper
28 January 2008 Network characteristics for server selection in online games
Author Affiliations +
Proceedings Volume 6818, Multimedia Computing and Networking 2008; 681808 (2008) https://doi.org/10.1117/12.775138
Event: Electronic Imaging, 2008, San Jose, California, United States
Abstract
Online gameplay is impacted by the network characteristics of players connected to the same server. Unfortunately, the network characteristics of online game servers are not well-understood, particularly for groups that wish to play together on the same server. As a step towards a remedy, this paper presents analysis of an extensive set of measurements of game servers on the Internet. Over the course of many months, actual Internet game servers were queried simultaneously by twenty-five emulated game clients, with both servers and clients spread out on the Internet. The data provides statistics on the uptime and populations of game servers over a month long period an an in-depth look at the suitability for game servers for multi-player server selection, concentrating on characteristics critical to playability--latency and fairness. Analysis finds most game servers have latencies suitable for third-person and omnipresent games, such as real-time strategy, sports and role-playing games, providing numerous server choices for game players. However, far fewer game servers have the low latencies required for first-person games, such as shooters or race games. In all cases, groups that wish to play together have a greatly reduced set of servers from which to choose because of inherent unfairness in server latencies and server selection is particularly limited as the group size increases. These results hold across different game types and even across different generations of games. The data should be useful for game developers and network researchers that seek to improve game server selection, whether for single or multiple players.
© (2008) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Mark Claypool "Network characteristics for server selection in online games", Proc. SPIE 6818, Multimedia Computing and Networking 2008, 681808 (28 January 2008); https://doi.org/10.1117/12.775138
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Cited by 17 scholarly publications.
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KEYWORDS
Internet

Visualization

Statistical analysis

Performance modeling

Local area networks

Tolerancing

Analytical research

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