Skip navigation

DSpace JSPUI

DSpace preserves and enables easy and open access to all types of digital content including text, images, moving images, mpegs and data sets

Learn More
DSpace logo
English
中文
  • Browse
    • Communities
      & Collections
    • Publication Year
    • Author
    • Title
    • Subject
    • Advisor
  • Search TDR
  • Rights Q&A
    • My Page
    • Receive email
      updates
    • Edit Profile
  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 電機工程學系
Please use this identifier to cite or link to this item: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/42095
Full metadata record
???org.dspace.app.webui.jsptag.ItemTag.dcfield???ValueLanguage
dc.contributor.advisor黃寶儀(Polly Huang)
dc.contributor.authorChih-Ming Chenen
dc.contributor.author陳致名zh_TW
dc.date.accessioned2021-06-15T00:46:24Z-
dc.date.available2008-09-02
dc.date.copyright2008-09-02
dc.date.issued2008
dc.date.submitted2008-08-25
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.urihttp://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.abstractThe 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.provenanceMade 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.isoen
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.subjectSimulationen
dc.subjectMassive multi-player online gameen
dc.subjectGame analysisen
dc.subjectContent-baseden
dc.subjectPerformance comparisonen
dc.subjectTransport strategiesen
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.titleQuantifying the Effect of Content-based Transport Strategies for Online Role Playing Gamesen
dc.typeThesis
dc.date.schoolyear96-2
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.keywordMassive multi-player online game,Game analysis,Content-based,Performance comparison,Transport strategies,Simulation,en
dc.relation.page43
dc.rights.note有償授權
dc.date.accepted2008-08-25
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 SizeFormat 
ntu-97-1.pdf
  Restricted Access
826.22 kBAdobe PDF
Show simple item record


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.

社群連結
聯絡資訊
10617臺北市大安區羅斯福路四段1號
No.1 Sec.4, Roosevelt Rd., Taipei, Taiwan, R.O.C. 106
Tel: (02)33662353
Email: ntuetds@ntu.edu.tw
意見箱
相關連結
館藏目錄
國內圖書館整合查詢 MetaCat
臺大學術典藏 NTU Scholars
臺大圖書館數位典藏館
本站聲明
© NTU Library All Rights Reserved