| Authors | C. Majewski, C. Griwodz and P. Halvorsen |
| Editors | S. Furnell and P. Dowland |
| Title | Translating Latency Requirements Into Resource Requirements for Game Traffic |
| Afilliation | Communication Systems, Communication Systems |
| Status | Published |
| Publication Type | Proceedings, refereed |
| Year of Publication | 2006 |
| Conference Name | International Network Conference (INC 2006) |
| Pagination | 113-120 |
| Date Published | July |
| Publisher | University of Plymouth |
| ISBN Number | 1-84102-157-1 |
| Abstract | Networked multi-player games constitute a demanding class of interactive distributed multimedia applications with very high commercial relevance. As such, they attract a growing number of researchers in multimedia networking. Most games use a client-server architecture, mainly to prevent cheating. By analyzing the traffic of such games, we confirm that individual client-server flows consume relatively little bandwidth. Thus latency, rather than bandwidth, is the critical parameter when provisioning this class of applications. In order for commercial game services to ensure low-latency operation, resource reservation must be explored. In this paper, we investigate options for a DiffServ-style reservation on part of the path between a game server and sets of clients. We show how a token bucket shaper can be parameterized based on a target end-to-end latency, and discuss the implications for a network infrastructure. We use the shaper to quantify the burstiness of game traffic and the correlation between individual flows, with a view to the limitations this imposes on resource reservation for aggregate (multiplexed) flows. |
| Citation Key | Majewski.2006.1 |