AuthorsC. Majewski, C. Griwodz and P. Halvorsen
EditorsS. Furnell and P. Dowland
TitleTranslating Latency Requirements Into Resource Requirements for Game Traffic
Afilliation, Communication Systems
StatusPublished
Publication TypeProceedings, refereed
Year of Publication2006
Conference NameInternational Network Conference (INC 2006)
Pagination113-120
Date PublishedJuly
PublisherUniversity of Plymouth
ISBN Number1-84102-157-1
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 KeyMajewski.2006.1