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An empirical evaluation of TCP performance in online games
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Source ACM International Conference Proceeding Series; Vol. 266 archive
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology table of contents
Hollywood, California
SESSION: Network, online game table of contents
Article No. 5  
Year of Publication: 2006
ISBN:1-59593-380-8
Authors
Kuan-Ta Chen  National Taiwan University and Institute of Information Science
Chun-Ying Huang  National Taiwan University
Polly Huang  National Taiwan University
Chin-Laung Lei  National Taiwan University
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

A fundamental design question to ask in the development of a network game is---Which transport protocol should be used---TCP, UDP, or some other protocols? Seeking an objective answer to the choice of communication protocol for MMORPGs, we assess whether TCP, a popular choice, is suitable for MMORPGs based on empirical evidence. To the best of our knowledge, this work is the first evaluation of transport protocol performance using real-life game traces.We analyze a 1, 356-million-packet trace from ShenZhou Online, a TCP-based, commercial, mid-sized MMORPG. Our analysis indicates that TCP is unwieldy and inappropriate for MMORPGs. This is due to four distinctive characteristics of MMORPG traffic: 1) tiny packets, 2) low packet rate, 3) application-limited traffic generation, and 4) bidirectional traffic. We show that because TCP was originally designed for unidirectional and network-limited bulk data transfers, it cannot adapt well to MMORPG traffic. In particular, the window-based congestion control and the fast retransmit algorithm for loss recovery are ineffective. Furthermore, TCP is overkill, as not every game packet needs to be transmitted in a reliably and orderly manner. We also show that the degraded network performance did impact users' willingness to continue a game. Finally, we discuss guidelines in designing transport protocols for online games.


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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ShenZhou Online. http://www.ewsoft.com.tw/.
 
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FAQ - Multiplayer and Network Programming. GameDev.Net, 2004.
 
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K.-T. Chen, P. Huang, and C.-L. Lei. Game traffic analysis: An MMORPG perspective. Computer Networks, 51(3), 2007. Article In Press.
 
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K.-T. Chen, P. Huang, G.-S. Wang, C.-Y. Huang, and C.-L. Lei. On the sensitivity of online game playing time to network QoS. In Proceedings of IEEE INFOCOM'06, Barcelona, Spain, Apr. 2006.
 
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S. Pack, E. Hong, Y. Choi, llkyu Park, J.-S. Kim, and D. Ko. Game transport protocol: lightweight reliable transport protocol for massive interactive on-line game. In Proceedings of the SPIE, volume 4861, pages 83--94, 2002.
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B. S. Woodcock. An analysis of MMOG subscription growth -- version 18.0.

Collaborative Colleagues:
Kuan-Ta Chen: colleagues
Chun-Ying Huang: colleagues
Polly Huang: colleagues
Chin-Laung Lei: colleagues