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Optimising online FPS game server discovery through clustering servers by origin autonomous system
2008
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video - NOSSDAV '08
This paper describes the use of origin Autonomous System (AS) information to optimise online First Person Shooter (FPS) game server discovery. Online FPS games typically use a client-server model, with thousands of game servers active at any time. Traditional server discovery probes all available servers over multiple minutes in no particular order, creating thousands of short-lived UDP flows. Using Valve's Counterstrike:Source game this paper demonstrates a multi-step process: Sort available
doi:10.1145/1496046.1496048
dblp:conf/nossdav/Armitage08
fatcat:2ezeajoqkbbbpbkiezufulhlze