The massively multiplayer online game (MMOG) industry is suffering from huge outgoing traffic from centralized servers. To accommodate this traffic, game companies claim large bandwidth to Internet Data Centers (IDCs), and several months' payment for that bandwidth is likely to even exceed the cost for MMOG servers. In this paper, we propose a MMOG server architecture to reduce outgoing bandwidth consumption from MMOG servers. The proposed architecture distributes some functions of servers to selected clients, and those clients are in charge of event notification to other clients in order to reduce the outgoing traffic from servers. The clients with server functions communicate with each other in peer-to-peer manner. We analyze traffic reduction as a function of cell-daemonable ratio of clients, and the results show that up to 80% of outgoing traffic from servers can be reduced using the proposed architecture when 10% of clients are cell-daemonable.
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Kyoung-chul KIM, Ikjun YEOM, Joonwon LEE, "HYMS: A Hybrid MMOG Server Architecture" in IEICE TRANSACTIONS on Information,
vol. E87-D, no. 12, pp. 2706-2713, December 2004, doi: .
Abstract: The massively multiplayer online game (MMOG) industry is suffering from huge outgoing traffic from centralized servers. To accommodate this traffic, game companies claim large bandwidth to Internet Data Centers (IDCs), and several months' payment for that bandwidth is likely to even exceed the cost for MMOG servers. In this paper, we propose a MMOG server architecture to reduce outgoing bandwidth consumption from MMOG servers. The proposed architecture distributes some functions of servers to selected clients, and those clients are in charge of event notification to other clients in order to reduce the outgoing traffic from servers. The clients with server functions communicate with each other in peer-to-peer manner. We analyze traffic reduction as a function of cell-daemonable ratio of clients, and the results show that up to 80% of outgoing traffic from servers can be reduced using the proposed architecture when 10% of clients are cell-daemonable.
URL: https://globals.ieice.org/en_transactions/information/10.1587/e87-d_12_2706/_p
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@ARTICLE{e87-d_12_2706,
author={Kyoung-chul KIM, Ikjun YEOM, Joonwon LEE, },
journal={IEICE TRANSACTIONS on Information},
title={HYMS: A Hybrid MMOG Server Architecture},
year={2004},
volume={E87-D},
number={12},
pages={2706-2713},
abstract={The massively multiplayer online game (MMOG) industry is suffering from huge outgoing traffic from centralized servers. To accommodate this traffic, game companies claim large bandwidth to Internet Data Centers (IDCs), and several months' payment for that bandwidth is likely to even exceed the cost for MMOG servers. In this paper, we propose a MMOG server architecture to reduce outgoing bandwidth consumption from MMOG servers. The proposed architecture distributes some functions of servers to selected clients, and those clients are in charge of event notification to other clients in order to reduce the outgoing traffic from servers. The clients with server functions communicate with each other in peer-to-peer manner. We analyze traffic reduction as a function of cell-daemonable ratio of clients, and the results show that up to 80% of outgoing traffic from servers can be reduced using the proposed architecture when 10% of clients are cell-daemonable.},
keywords={},
doi={},
ISSN={},
month={December},}
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TY - JOUR
TI - HYMS: A Hybrid MMOG Server Architecture
T2 - IEICE TRANSACTIONS on Information
SP - 2706
EP - 2713
AU - Kyoung-chul KIM
AU - Ikjun YEOM
AU - Joonwon LEE
PY - 2004
DO -
JO - IEICE TRANSACTIONS on Information
SN -
VL - E87-D
IS - 12
JA - IEICE TRANSACTIONS on Information
Y1 - December 2004
AB - The massively multiplayer online game (MMOG) industry is suffering from huge outgoing traffic from centralized servers. To accommodate this traffic, game companies claim large bandwidth to Internet Data Centers (IDCs), and several months' payment for that bandwidth is likely to even exceed the cost for MMOG servers. In this paper, we propose a MMOG server architecture to reduce outgoing bandwidth consumption from MMOG servers. The proposed architecture distributes some functions of servers to selected clients, and those clients are in charge of event notification to other clients in order to reduce the outgoing traffic from servers. The clients with server functions communicate with each other in peer-to-peer manner. We analyze traffic reduction as a function of cell-daemonable ratio of clients, and the results show that up to 80% of outgoing traffic from servers can be reduced using the proposed architecture when 10% of clients are cell-daemonable.
ER -