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Please use this identifier to cite or link to this item: http://ntour.ntou.edu.tw:8080/ir/handle/987654321/27750

Title: An Empirical Evaluation of TCP Performance in Online Games
Authors: Kuan-Ta Chen;Chun-Ying Huang;Polly Huang;Chin-Laung Lei
Contributors: NTOU:Department of Computer Science and Engineering
國立臺灣海洋大學:資訊工程學系
Keywords: Internet Measurement;MMOG;Network Games;Performance Analysis;Transport Protocols
Date: 2006
Issue Date: 2011-10-21T02:33:53Z
Publisher: 2006 ACM SIGCHI international conference on Advances in computer entertainment technology ACE 06 (2006)
Abstract: Abstract:A fundamental design question to ask in the development of a network game is--Which transport protocol should be used--TCP, UDP, or some other protocols? Seeking an objective answer to the choice of communication protocol for MMORPGs, we assess whether TCP, a popular choice, is suitable for MMORPGs based on empirical evidence. To the best of our knowledge, this work is the first evaluation of transport protocol performance using real-life game traces.We analyze a 1, 356-million-packet trace from ShenZhou Online, a TCP-based, commercial, mid-sized MMORPG. Our analysis indicates that TCP is unwieldy and inappropriate for MMORPGs. This is due to four distinctive characteristics of MMORPG traffic: 1) tiny packets, 2) low packet rate, 3) application-limited traffic generation, and 4) bidirectional traffic. We show that because TCP was originally designed for unidirectional and network-limited bulk data transfers, it cannot adapt well to MMORPG traffic. In particular, the window-based congestion control and the fast retransmit algorithm for loss recovery are ineffective. Furthermore, TCP is overkill, as not every game packet needs to be transmitted in a reliably and orderly manner. We also show that the degraded network performance did impact users' willingness to continue a game. Finally, we discuss guidelines in designing transport protocols for online games.
Relation: Article No. 5
URI: http://ntour.ntou.edu.tw/handle/987654321/27750
Appears in Collections:[資訊工程學系] 演講及研討會

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