• DocumentCode
    3538352
  • Title

    A Peer-to-Peer Massive Battle Observing System to Support Game Live

  • Author

    Linchen Yu ; Xiaofei Liao

  • Author_Institution
    China Univ. of Geosci., Wuhan, China
  • fYear
    2012
  • fDate
    6-8 Dec. 2012
  • Firstpage
    8
  • Lastpage
    13
  • Abstract
    Gaming services are attractive for Internet users. How to broadcast live gaming services to large-scale Internet users is still a big problem. Traditional schemes, based on Peer-to-Peer (P2P) live-streaming and based on TV shows, have poor user experiences (good graphic quality with high resolution) and need big bandwidth or TV set support. In order to avoid network congestion, a small number of solutions propose an alternative approach based on game data content instead of video content to provide game live services. At present, all of them who use client/server framework do not emphasize the design of system architecture, so the number of users is constrained and the system is hard to expand. In this paper, we introduce PKTV, a P2P game battle observing system, which is now optimized specially for War craft 3. PKTV system broadcasts game data content to reduce bandwidth overhead, maintains a P2P overlay for each gaming channel and uses a reliable UDP protocol to break the limitation of the TCP connections, decentralizes servers to enhance system´s availability and scalability. Furthermore, tests and simulations show that PKTV also have robust functionality and good performance: low-latency, low bandwidth consumption and very considerable bandwidth savings for servers.
  • Keywords
    Internet; computer games; peer-to-peer computing; transport protocols; Internet users; P2P game battle observing system; P2P live-streaming; P2P overlay; PKTV; TCP connections; TV shows; UDP protocol; War craft 3; bandwidth savings; client-server framework; game data content; game live; gaming services; low bandwidth consumption; low-latency; peer-to-peer massive battle observing system; Bandwidth; Games; Peer-to-peer computing; Protocols; Punching; Reliability; Servers; E-Sports Game; Live; P2P;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Services Computing Conference (APSCC), 2012 IEEE Asia-Pacific
  • Conference_Location
    Guilin
  • Print_ISBN
    978-1-4673-4825-6
  • Type

    conf

  • DOI
    10.1109/APSCC.2012.19
  • Filename
    6478192