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
Link To Document :
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