DocumentCode
2964320
Title
Performance evaluation of a proxy system for providing immersive audio communication to massively multi-player games
Author
Nguyen, Cong Duc ; Safaei, Farzad ; Boustead, Paul
Author_Institution
Telecommun. & Inf. Technol. Res. Inst., Wollongong Univ., NSW, Australia
fYear
2004
fDate
29 Nov.-3 Dec. 2004
Firstpage
192
Lastpage
199
Abstract
In this paper, a distributed proxy architecture is introduced for the provisioning of an immersive audio communication service to massively multi-player online games. The immersive audio communication service enables each avatar to hear a realistic audio mix of conversations in its hearing range. In our earlier work, peer-to-peer and central server architectures have been proposed for this service. In this paper, a distributed proxy architecture with either using network multicast or unicast between proxies is introduced to address the limitations of the previous architectures. The main focus of this paper is to evaluate the bandwidth cost saving of network multicast in the distributed proxy architecture in different avatar grouping behaviours and distribution of game player scenarios. In addition, the effect of varying the number of proxy servers on communication delays and network bandwidth usages are investigated. We have developed a simulation environment that creates both the physical world (geographic distribution of participants and the Internet topology model) and the virtual world (distribution of avatars based on different avatar aggregation behaviors). Based on the simulation study, we provide recommendations on a cost-effective delivery architecture for this service.
Keywords
Internet; avatars; computer games; distributed algorithms; multicast communication; network servers; peer-to-peer computing; telecommunication network topology; telecommunication services; Internet topology model; avatar distribution; central server architecture; cost-effective delivery architecture; distributed proxy architecture; immersive audio communication service; multicast communication; multiplayer online game; peer-to-peer architecture; unicast communication; virtual world; Auditory system; Avatars; Bandwidth; Costs; Delay effects; Internet; Network servers; Peer to peer computing; Unicast; Web server;
fLanguage
English
Publisher
ieee
Conference_Titel
Global Telecommunications Conference Workshops, 2004. GlobeCom Workshops 2004. IEEE
Print_ISBN
0-7803-8798-8
Type
conf
DOI
10.1109/GLOCOMW.2004.1417572
Filename
1417572
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