| Automated network games enhancement layer: a proposed architecture |
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Network and System Support for Games
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Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
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Singapore
SESSION: Synchronization, QoS and monitoring in games
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Article No. 9
Year of Publication: 2006
ISBN:1-59593-589-4
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Authors
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Jason But
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Swinburne University of Technology, Melbourne, Australia
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Nigel Williams
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Swinburne University of Technology, Melbourne, Australia
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Sebastian Zander
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Swinburne University of Technology, Melbourne, Australia
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Lawrence Stewart
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Swinburne University of Technology, Melbourne, Australia
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Grenville Armitage
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Swinburne University of Technology, Melbourne, Australia
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Downloads (6 Weeks): 3, Downloads (12 Months): 72, Citation Count: 1
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ABSTRACT
In this paper we present the design of the Automated Network Games Enhancement Layer (ANGEL), a novel architecture for meeting Quality of Service (QoS) requirements of real-time network game traffic across consumer broadband links. Consumer access links can become bottlenecks when faced with heterogeneous network traffic (e.g. simultaneous use of online games and peer-to-peer file sharing) and the online gaming experience can be significantly affected by bottleneck queuing. Implementing QoS on these links provides improvement by reducing latency and jitter. In our approach network servers automatically identify traffic that might benefit from QoS and then trigger provisioning of QoS by signaling network elements such as access routers. By placing intelligence within the network, QoS decisions can be transparently made for the game applications without imposing an additional processing cost at the access link router. Our system uniquely uses machine learning methods to perform traffic classification.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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ANGEL - Automated Network Games Enhancement Layer, Smart Internet CRC, July 2006. http://caia.swin.edu.au/sitcrc/staticpages/index.php?page=angel.
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BART - Broadband Access Research Testbed, Centre for Advanced Internet Architectures - Swinburne University, July 2006. http://caia.swin.edu.au/bart.
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IPerf - The TCP/UDP Bandwidth Measurement Tool, July 2006. http://dast.nlanr.net/Projects/Iperf.
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A. McGregor, M. Hall, P. Lorier, J. Brunskill. Flow Clustering Using Machine Learning Techniques. In Passive & Active Measurement Workshop, April 2004.
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D-Link. 108G Gaming Router. http://games.dlink.com/products/?pid=370.
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G. J. Armitage. An Experimental Estimation of Latency Sensitivity in Multiplayer Quake3. In Proceedings 11th IEEE International Conference on Networks (ICON), September 2003.
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Sharad Jaiswal , Gianluca Iannaccone , Christophe Diot , Jim Kurose , Don Towsley, Measurement and classification of out-of-sequence packets in a tier-1 IP backbone, Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment, November 06-08, 2002, Marseille, France
[doi> 10.1145/637201.637218]
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L. Stewart, G. Armitage, P. Branch, S. Zander. An Architecture for Automated Network Control of QoS over Consumer Broadband Links. In Poster Presentation at IEEE TENCON, November 2005.
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N. Williams, S. Zander, G. Armitage. Evaluating Machine Learning Algorithms for Automated Network Application Identification. Technical Report 060410B, CAIA, April 2006. http://caia.swin.edu.au/reports/060410B/CAIA-TR-060410B.pdf.
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N. Williams, S. Zander, G. Armitage. Evaluating Machine Learning Methods for Online Game Traffic Identification. Technical Report 060410C, CAIA, April 2006. http://caia.swin.edu.au/reports/060410C/CAIA-TR-060410C.pdf.
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S. Zander. Misclassification of Game Traffic based on Port Numbers: A Case Study using Enemy Territory. Technical Report 060410D, CAIA, April 2006. http://caia.swin.edu.au/reports/060410D/CAIA-TR-060410D.pdf.
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S. Zander, G. Armitage. Empirically Measuring the QoS Sensitivity of Interactive Online Game Players. In Proceedings of Australian Telecommunications and Network Applications Conference (ATNAC), December 2004.
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Tom Beigbeder , Rory Coughlan , Corey Lusher , John Plunkett , Emmanuel Agu , Mark Claypool, The effects of loss and latency on user performance in unreal tournament 2003®, Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, August 30-30, 2004, Portland, Oregon, USA
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T. T. T. Nguyen and G. Armitage. Experimentally derived interactions between TCP traffic and service quality over DOCSIS cable links. In Global Internet and Next Generation Networks Symposium, IEEE Globecomm 2004, November 2004.
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Ubicom Inc. Solving Performance Problems with Interactive Applications in a Broadband Environment using StreamEngine Technology, October 2004.
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CITED BY
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Jason But , Thuy Nguyen , Lawrence Stewart , Nigel Williams , Grenville Armitage, Performance analysis of the ANGEL system for automated control of game traffic prioritisation, Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, p.123-128, September 19-20, 2007, Melbourne, Australia
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