원문정보
초록
영어
This paper analyzes the effect of multicast communication on reducing data traffic in a hybrid MMOG(Massively Multiplayer Online Game) architecture that combines the technical advantages of both client-server and P2P(peer-to-peer) models. In this hybrid architecture, the entire game is divided into multiple regions of equal size, and the server designates a specific player in each region as the region server. Even when the number of concurrently active players increases rapidly, the system aims to prevent bottlenecks on the central server by appropriately utilizing both the server's bandwidth and the bandwidth of the players participating in the P2P network, thereby enabling a cost-effective and scalable MMOG with consistent service quality. In this paper, multicast communication is applied in two cases: when the central server transmits the game state to multiple region servers, and when a specific region server retransmits this game state to players within its region. The paper compares and analyzes the bandwidth usage of multicast communication and unicast communication in these scenarios through simulation. In this hybrid MMOG architecture, the intention is to minimize the use of the central server's bandwidth and processing power by leveraging more of the players' bandwidth and processing capabilities.
목차
1. Introduction
2. Hybrid MMOG architecture
3. Multicast communication for MMOG
4. Performance Analysis
4.1 Experimental Environment and Variables
4.2 Communication Traffic Analysis
5. Conclusion
Acknowledgement
References
