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Network Gaming: Performance and Traffic modeling

   

Added on  2023-04-08

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Network Gaming: Performance and Traffic modeling
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Abstract
Online gaming is becoming a huge industry because network technology allows users
everywhere to interact in virtual games. There are various types of games which are played in
multiplayer modes across and over the set networks. In perspective to networks, real-time based
multiplayer games are the most demanding. These networks specialize in voice traffic like
mobile networks 1st and 2nd generations, or data traffic for instance the data networks which are
wired. Traffic generated by these games can be differentiated with other traffic because of its
overall characteristics and what it requires on the network. It is therefore important when
designing a new network to understand traffic characteristics, requirements and the end result of
failing to support requirements, to ensure quality services are provided to real-time gamers.
Performance and Traffic modeling
Notably, in recent research, there has been optimization of telecommunication networks
in majoring with the communication of the voice only. All the wired networks which are used
over the internet can only be optimized for voice communication but are progressing towards
data communication. Mobile gaming does not only benefit gaming industries, but will also lead
to generation of revenues for people who have their mobile phones all the time and thus it leads
to creation of needs for having mobile enabled terminals [1]. In the past, most games were
specifically designed for a single user. Categorizing games into genres can be done in many
ways. For example, if we categorize them in perspective of how they are played. Games such as
First Person Shooter which might not necessarily require shooting but mostly, most games do
include shooting [2]. Third person shooter. In these games, you follow characters from a third
person point of view. Real-time strategy. They are played in real time which means at any time
you can interact with the game at a specific time. Turn-based games. You interact with the game
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when it's your turn. Sports game. Commonly played sports such as soccer, golf, tennis and many
more have been transformed into computer games [3]. Role-playing games. A player performs
tasks with other players in disguise of a fictitious character.
Gamer can defined as the person who plays games regularly even if they are not
multiplayer games. They can be classified into different categories on dependence on the time
they spend when playing such games. We have casual gamers who play from time to time and
cannot invest in gaming because they see it as something fun to do. Hardcore gamers [4]. These
gamers devote a lot of time to games they are willing to invest in. Gamers who plays as
multiplayers join such gaming communities and thus playing in as a team which is referred as the
clan.
One of type of gaming is that of the competitive gamers. These gamers enjoy competing
with other gamers online. They enter tournaments as a clan. Newer games exploit compensation
algorithms thus reducing the required throughput. Higher throughput has made network
problems reduce in games. Networks require a lower packet loss rate. The moment the game is
made playable, the throughput have a less impact on game quality in comparison to the loss of
packets and latency.
The server architecture of a game depends on how the game is implemented .client-server
requires all clients connect to a server. There are some cases though rare, in this case more
servers can be used to connect with each other. In the case of a peer-to-peer, it always relies, on
the connection of nodes to other nodes [5]. The architectures can be in one case distributed or
duplicated by making copies. In the distributed, the structure means that it carries all the
information about the game status and the surrounding environment. In the simulated structures
it may means that duplicate or copies are made.
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