Please use this identifier to cite or link to this item:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/42095Full metadata record
| ???org.dspace.app.webui.jsptag.ItemTag.dcfield??? | Value | Language |
|---|---|---|
| dc.contributor.advisor | 黃寶儀(Polly Huang) | |
| dc.contributor.author | Chih-Ming Chen | en |
| dc.contributor.author | 陳致名 | zh_TW |
| dc.date.accessioned | 2021-06-15T00:46:24Z | - |
| dc.date.available | 2008-09-02 | |
| dc.date.copyright | 2008-09-02 | |
| dc.date.issued | 2008 | |
| dc.date.submitted | 2008-08-25 | |
| dc.identifier.citation | [1] ENet: An UDP networking layer for the multiplayer first person shooter cube.
http://enet.cubik.org/. [2] openTNL: The Torque Network Library, April 2004. http://www.opentnl.org/. [3] S. Bajaj, L. Breslau, D. Estrin, K. Fall, S. Floyd, P. Haldar, M. Handley, A. Helmy, J. Heidemann, P. Huang, S. Kumar, S. McCanne, R. Rejaie, P. Sharma, K. Varadhan, Y. Xu, H. Yu, and D. Zappala. Improving simulation for network research. Technical Report 99-702b, University of Southern California, March 1999. [4] E. Castronova. A Cost-Benefit Analysis of Real-Money Trade in the Products of Synthetic Economies. Info, Vol. 8, No. 6, October 2006. [5] K.-T. Chen, C.-Y. Huang, P. Huang, and C.-L. Lei. An empirical evaluation of TCP performance in online games. In Proceedings of ACM SIGCHI ACE’06, Jun 2006. [6] K.-T. Chen, P. Huang, and C.-L. Lei. How sensitive are online gamers to network quality? Commun. ACM, 49(11):34–38, 2006. [7] W.-C. Feng, D. Brandt, and D. Saha. A long-term study of a popular MMORPG. In NetGames ’07: Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, pages 19–24, 2007. [8] T. Fritsch, H. Ritter, and J. Schiller. The effect of latency and network limitations on MMORPGs: a field study of EverQuest2. In NetGames ’05: Proceedings of 4th ACM SIGCOMM Workshop on Network and System Support for Games, pages 1–9, 2005. [9] C. Griwodz and P. Halvorsen. The Fun of using TCP for an MMORPG. In the International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV), May 2006. [10] M. Handley, S. Floyd, J. Padhye, and J. Widmer. TCP Friendly Rate Control (TFRC): Protocol Specification. RFC 3448 (Proposed Standard). [11] S. Harcsik, A. Petlund, C. Griwodz, and P. Halvorsen. Latency evaluation of networking mechanisms for game traffic. In NetGames ’07: Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, pages 129–134, 2007. [12] E. Kohler, M. Handley, and S. Floyd. Datagram Congestion Control Protocol (DCCP). RFC 4340 (Proposed Standard). [13] S. Pack, E. Hong, Y. Choi, I. Park, J. Kim, and D. Ko. Game transport protocol: A reliable lightweight transport protocol for massively multiplayer on-line games. In Proceedings of ITCOM ’02, 2002. [14] P. Quax, P. Monsieurs,W. Lamotte, D. D. Vleeschauwer, and N. Degrande. Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game. In Proceedings of ACM SIGCOMM 2004 Workshops on NetGames ’04, pages 152–156, 2004. [15] N. Sheldon, E. Girard, S. Borg, M. Claypool, and E. Agu. The effect of latency on user performance in Warcraft III. In NetGames ’03: Proceedings of the 2nd Workshop on Network and System Support for Games, pages 3–14, 2003. [16] R. Stewart, I. Arias-Rodriguez, K. Poon, A. Caro, and M. Tuexen. Stream Control Transmission Protocol (SCTP) Specification Errata and Issues. RFC 4460 (Informational). [17] B. S. Woodcock. MMOGChart.com. an analysis of MMOG subscription growth – version 18.0. http://www.mmogchart.com/. | |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/42095 | - |
| dc.description.abstract | 根據遊戲資料的特性,其服務品質要求是不同的。循序傳輸以及可靠性對部分資料是不可或缺,但有些資料卻完全不需要,尤有甚者,有些資料只要求可靠性,卻不需循序傳送。因此,對所有資料都提供相同的服務品質層級會造成無謂的延遲。目前已有數個傳輸協定可對資料提供不同服務品質層級,但卻很少有研究以實際遊戲資料來評估此行為的效果。
為了評估不同服務品質層級的效果,我們提出三種針對遊戲資料內容的傳輸策略。根據對 Angel's Love 的玩家動作記錄分析,這些傳輸策略針對遊戲資料的特性給予適當的服務品質層級。這篇論文使用 Angel's Love 的玩家動作記錄來比較TCP、UDP、SCTP、DCCP以及使用我們策略的傳輸協定。我們藉由模擬來評估傳輸策略的效能表現。這些傳輸策略表現出不同程度的改善,且都能提供較TCP低的端對端延遲與端對端遲變化程度。 | zh_TW |
| dc.description.abstract | The QoS requirements of game messages may differ because of the latter's intrinsic characteristics. Some messages require in-order transmission and reliability, some can be transmitted in an unordered and unreliable way, while others need reliable and unordered transmission. Assigning the same QoS level to all game messages causes unnecessary overhead. Although certain transport protocols can assign different QoS levels to individual messages, there has been little investigation of the performance advantage of assigning different QoS levels to the messages.
In this paper, we propose three content-based strategies for quantifying the effects of different QoS levels. The strategies assign appropriate QoS requirements for game messages based on our analysis of {alnt} action logs. We evaluate several transport protocols, including TCP, UDP, SCTP, DCCP, and our content-based transport protocol using the action logs of {alnt}. Through simulations, we quantify the performance of our content-based strategies. The results show that the strategies incur much lower end-to-end delay and end-to-end jitter than existing transport protocols. | en |
| dc.description.provenance | Made available in DSpace on 2021-06-15T00:46:24Z (GMT). No. of bitstreams: 1 ntu-97-R95921035-1.pdf: 846052 bytes, checksum: 5cab3548b18e786980817da3e1007085 (MD5) Previous issue date: 2008 | en |
| dc.description.tableofcontents | 口試委員審定書 ii
誌謝 iii Acknowledgments iv 摘要 v Abstract vi List of Figures x List of Tables xii Chapter 1 Introduction 1 Chapter 2 RelatedWork 4 Chapter 3 Data description 6 Chapter 4 Proposed Transport Strategy 10 Chapter 5 Experimental Methodology 17 5.1 Existing Protocols 17 5.2 Protocols based on Our Strategies 19 5.3 Experiment setup 20 Chapter 6 Evaluation Results 23 6.1 Comparison of Existing Protocols 24 6.2 Evaluation of Our Transport Protocols 26 6.3 Summary 27 Chapter 7 Conclusion 40 Bibliography 41 | |
| dc.language.iso | en | |
| dc.subject | 模擬 | zh_TW |
| dc.subject | 萬人線上遊戲 | zh_TW |
| dc.subject | 遊戲分析 | zh_TW |
| dc.subject | 傳輸策略 | zh_TW |
| dc.subject | 內容導向 | zh_TW |
| dc.subject | 表現比較 | zh_TW |
| dc.subject | Simulation | en |
| dc.subject | Massive multi-player online game | en |
| dc.subject | Game analysis | en |
| dc.subject | Content-based | en |
| dc.subject | Performance comparison | en |
| dc.subject | Transport strategies | en |
| dc.title | 針對萬人線上角色扮演探討基於內容之傳輸策略的效果 | zh_TW |
| dc.title | Quantifying the Effect of Content-based Transport Strategies for Online Role Playing Games | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 96-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.coadvisor | 陳存暘(Kuan-Ta Chen) | |
| dc.contributor.oralexamcommittee | 邵家健(Kar-kin Zao),陳伶志(Ling-Jyh Chen),潘仁義(Jen-yi Pan) | |
| dc.subject.keyword | 萬人線上遊戲,遊戲分析,傳輸策略,內容導向,表現比較,模擬, | zh_TW |
| dc.subject.keyword | Massive multi-player online game,Game analysis,Content-based,Performance comparison,Transport strategies,Simulation, | en |
| dc.relation.page | 43 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2008-08-25 | |
| dc.contributor.author-college | 電機資訊學院 | zh_TW |
| dc.contributor.author-dept | 電機工程學研究所 | zh_TW |
| Appears in Collections: | 電機工程學系 | |
Files in This Item:
| File | Size | Format | |
|---|---|---|---|
| ntu-97-1.pdf Restricted Access | 826.22 kB | Adobe PDF |
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.
