127 research outputs found

    Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games

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    Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows

    Small-Packet Flows in Software Defined Networks: Traffic Profile Optimization

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    This paper proposes a method for optimizing bandwidth usage in Software Defined Networks (SDNs) based on OpenFlow. Flows of small packets presenting a high overhead, as the ones generated by emerging services, can be identified by the SDN controller, in order to remove header fields that are common to any packet in the flow, only during their way through the SDN. At the same time, several packets can be multiplexed together in the same frame, thus reducing the overall number of frames. The method can be useful for providing QoS while the packets are traversing the SDN. Four kinds of small-packet traffic flows are considered (VoIP, UDP and TCP-based online games, and ACKs from TCP flows). Both IPv4 and IPv6 are studied, and significant bandwidth savings (up to 68 % for IPv4 and 78 % for IPv6) can be obtained for the considered kinds of traffic. The optimization method is also applied to different public Internet traffic traces, and significant reductions in terms of packets per second are achieved. Results show that bandwidth consumption is also reduced, especially in those traces where the percentage of small packets is high. Regarding the effect on QoS, the additional delay can be kept very low (below 1 millisecond) when the throughput is high, but it may become significant for low- throughput scenarios. Thus, a trade-off between bandwidth saving and additional delay appears in those cases

    Optimization of low-efficiency traffic in OpenFlow Software Defined Networks

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    Abstract — This paper proposes a method for optimizing bandwidth usage in Software Defined Networks (SDNs) based on OpenFlow. Flows of small packets presenting a high overhead, as the ones generated by emerging services, can be identified by the SDN controller, in order to remove header fields that are common to any packet in the flow, only during their way through the SDN. At the same time, several packets can be multiplexed together in the same frame, thus reducing the number of sent frames. Four kinds of small-packet traffic flows are considered (VoIP, UDP and TCP-based online games, and ACKs from TCP flows). Both IPv4 and IPv6 are tested, and significant bandwidth savings (up to 68 % for IPv4 and 78 % for IPv6) can be obtained for the considered kinds of traffic
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