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适用于P2P大型多人在线游戏的包聚合机制

Packet Aggregation Mechanism for P2P Massively Multiplayer Online Game
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摘要 提出一种适合于P2P大型多人在线游戏的包聚合机制。该机制基于游戏交互阈值和聚合阈值对游戏包进行聚合,减少数据包的发送次数,降低由数据包头部引起的开销,同时使用平均聚合度和平均聚合延迟对该机制进行评估。实验结果表明,该机制能够节省带宽,满足游戏对实时性的要求。 A packet aggregation mechanism for P2P Massively Multiplay Online Game(MMOG) is proposed, which aggregates game packets into a single packet based on game interactivity threshold and aggregation threshold. The number of transmissions for data packets and the load caused by the header of packets are reduced. Moreover, an analysis method is developed to evaluate this aggregation mechanism in terms of the average aggregation degree and aggregation latency. Experimental results show this aggregation mechanism saves bandwidth and satisfies the real-time requirement of P2P MMOG.
出处 《计算机工程》 CAS CSCD 北大核心 2008年第22期138-139,142,共3页 Computer Engineering
基金 辽宁省教育厅攻关计划基金资助项目(2004D116) 辽宁省自然科学基金资助项目(20052007)
关键词 大型多人在线游戏 包聚合 游戏交互阈值 Massively Multiplayer Online Game(MMOG) packet aggregation Game Interactivity Threshold(GIT)
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参考文献4

  • 1Kim J, Choi J. Traffic Characteristics of a Massively Multi-player Online Role Playing Game[C]//Proc. of the Int'l Conf. on Net Games. New York, USA: [s. n.], 2005.
  • 2Chen Kuanta, Huang Chunying. An Empirical Evaluation of TCP Performance in Online Games[C]//Proc. of ACE 2006. Hollywood, CA, USA: [s. n.], 2006.
  • 3Badia L, Fasolo E. Data Aggregation Algorithms for Sensor Networks with Geographic Information Awareness[C]//Proc. of WPMC06. San Diego, USA: [s. n.], 2006.
  • 4Sangheon P, Choi J. Application Aware Data Aggregation in Wireless Sensor Networks[C}//Proc. of IEEE International Workshop on AWiN. [S. l.]: IEEE Press, 2005.

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