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A Network Communication System for Large-Scale, High-Speed Games

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Title: A Network Communication System for Large-Scale, High-Speed Games


1
A Network Communication System for Large-Scale,
High-Speed Games
Ashwin Bharambe, Jeff Pang, Srini Seshan, Xinyu
Zhang Carnegie Mellon
John Douceur, Jacob R. Lorch, Thomas
Moscibroda Microsoft Research
2
P2P Games
3
P2P Games
4
P2P Games
Goal 1000 players in the same battle at the same
time
5
Problem 1 Insufficient Capacity
  • Update Size 35 bytes/frame
  • Update Rate 20 frames/sec
  • ? Need 14 Mb/s upload BW per peer
  • Real P2P topologies
  • 800 Kb/s to 1.5Mb/s per peer (on average)

6
Solution 1 Subscriber Set
  • Players can only focus on 5 objects at the same
    time
  • Each player divides other peers into two classes
  • Subscriber Set players focused on me
  • Update every frame
  • Best Effort everyone else
  • Update with guidance once per second
  • Who goes in my Subscriber Set?
  • Attention(i,j) how much a player i is focused
    on player j
  • Attention(i,j) sent from peer i to peer j
    periodically
  • Peers with the highest Attention(i,j) go in peer
    js Set

7
Solution 1 Subscriber Set
  • Who goes in my Subscriber Set?
  • Attention(i,j) how much a player i is focused
    on player j
  • Attention(i,j) sent from peer i to peer j
    periodically
  • Peers with the highest Attention(i,j) go in peer
    js Set

8
Projected Scalability
With Donnybrook
Without Donnybrook
9
Problem 2 Bandwidth Heterogeneity
  • Best Effort updates still scale quadratically
  • Still need 1 Mb/s per peer
  • ? Limited by low bandwidth peers

10
Solution 2 Guidance Forwarding
  • Static Overlay Multicast
  • Need low latency ? limit tree depth to 2
  • Cant queue updates ? have senders send to
    forwarders at 20 updates/sec
  • Generally have centralized match making ?
    (replicated) centralized coordinator picks
    forwarders

11
Projected Scalability
12
Problem 3 Interest Heterogeneity
  • Some players more interesting than others
  • More players focus on them
  • They need to send more frequent updates
  • Subscriber sets change dynamically (60 turnover
    per second!)
  • ? Cant use static overlay multicast
  • Limited by BW of popular players

13
Solution 3 Update Dissemination
  • Alterative 1
  • Static forwarder groups
  • Alternative 2
  • Centralized forwarder assignment
  • Alternative 3
  • Uncoordinated forwarder assignment

I need BW!
Use B
A
B
A
Pick random
B
14
Projected Scalability
15
Evaluation
  • Detailed packet level simulation
  • Empirical simulation models
  • E2E latency
  • Jitter
  • Access Bandwidth
  • Packet Loss
  • Quake III-like CTF workload
  • ... many other details
  • But no churn

16
Alternative Comparison
  • Metric updates delivered roughly on time
  • updates delivered too late are useless
  • 3-5 loss rate acceptable for games

17
Performance Scaling
18
Summary
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