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The fun of using TCP for an MMORPG
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Source International Workshop on Network and Operating System Support for Digital Audio and Video archive
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video table of contents
Newport, Rhode Island
SESSION: Network gaming table of contents
Article No. 1  
Year of Publication: 2006
ISBN:1-59593-285-2
Authors
Carsten Griwodz  University of Oslo, Norway
Pål Halvorsen  Simula Research Laboratory, Norway
Sponsor
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
Publisher
ACM  New York, NY, USA
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ABSTRACT

Massive multi-player online games have become a popular, fast growing, multi-million industry with a very high user mass supporting hundreds or thousands of concurrent players. In many cases, these games are centralized and every player communicates with the central server through a time-critical unicast event stream. Funcom's Anarchy Online is one of these; it is based on TCP. We find that its kind of traffic has some interesting properties that inspire changes to protocol or architecture.

In these game streams, TCP does not back off, using TCP does not have to be slower than using UDP, and almost only repeated timeouts ruin the game experience. Improving the latter in the sender implementation does not impose any remarkable penalty on the network. Alternatively, a proxy architecture for multiplexing could save about 40% resources at the server, allow congestion control to work and also reduce the lag of the game.


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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Collaborative Colleagues:
Carsten Griwodz: colleagues
Pål Halvorsen: colleagues