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Managing Network Delay for Browser Multiplayer Games

Show simple item record 2020-11-17T15:03:53Z 2020-11-17T15:03:53Z 2020-11-17
dc.title Managing Network Delay for Browser Multiplayer Games en
ethesis.discipline none und
ethesis.department none und
ethesis.faculty Matemaattis-luonnontieteellinen tiedekunta fi
ethesis.faculty Faculty of Science en
ethesis.faculty Matematisk-naturvetenskapliga fakulteten sv
ethesis.faculty.URI Helsingin yliopisto fi University of Helsinki en Helsingfors universitet sv
dct.creator Lepola, Kimmo
dct.issued 2020
dct.language.ISO639-2 eng
dct.abstract Latency is one of the key performance elements affecting the quality of experience (QoE) in computer games. Latency in the context of games can be defined as the time between the user input and the result on the screen. In order for the QoE to be satisfactory the game needs to be able to react fast enough to player input. In networked multiplayer games, latency is composed of network delay and local delays. Some major sources of network delay are queuing delay and head-of-line (HOL) blocking delay. Network delay in the Internet can be even in the order of seconds. In this thesis we discuss what feasible networking solutions exist for browser multiplayer games. We conduct a literature study to analyze the Differentiated Services architecture, some salient Active Queue Management (AQM) algorithms (RED, PIE, CoDel and FQ-CoDel), the Explicit Congestion Notification (ECN) concept and network protocols for web browser (WebSocket, QUIC and WebRTC). RED, PIE and CoDel as single-queue implementations would be sub-optimal for providing low latency to game traffic. FQ-CoDel is a multi-queue AQM and provides flow separation that is able to prevent queue-building bulk transfers from notably hampering latency-sensitive flows. WebRTC Data-Channel seems promising for games since it can be used for sending arbitrary application data and it can avoid HOL blocking. None of the network protocols, however, provide completely satisfactory support for the transport needs of multiplayer games: WebRTC is not designed for client-server connections, QUIC is not designed for traffic patterns typical for multiplayer games and WebSocket would require parallel connections to mitigate the effects of HOL blocking. en
dct.subject multiplayer games
dct.subject browser games
dct.subject network delay
dct.subject network protocols
dct.subject AQM
dct.subject ECN
dct.subject DiffServ
dct.language en
ethesis.isPublicationLicenseAccepted true
ethesis.language englanti fi
ethesis.language English en
ethesis.language engelska sv
ethesis.thesistype pro gradu -tutkielmat fi
ethesis.thesistype master's thesis en
ethesis.thesistype pro gradu-avhandlingar sv
dct.identifier.ethesis E-thesisID:76d693eb-1d25-4d4b-8f90-0096072e694a
dct.identifier.urn URN:NBN:fi:hulib-202011174485
dc.type.dcmitype Text
ethesis.facultystudyline Hajautetut järjestelmät ja tietoliikenne fi
ethesis.facultystudyline Networking and Services en
ethesis.facultystudyline Distribuerade system och datakommunikation sv
ethesis.mastersdegreeprogram Tietojenkäsittelytieteen maisteriohjelma fi
ethesis.mastersdegreeprogram Master's Programme in Computer Science en
ethesis.mastersdegreeprogram Magisterprogrammet i datavetenskap sv

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