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This study investigates the integration of active networks with traditional protocols to optimize the multiplayer experience in the classic game Doom. It focuses on key aspects such as the reliability, low-latency requirements, and the unique properties of peer-to-peer interactions within the game engine framework. By employing in-network processing techniques and application-aware servers, our results indicate a 38% reduction in data sent due to effective compression and a quadrupled update rate. This approach demonstrates scalability and efficiency in managing game data, paving the way for improved interactive simulations.
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Active Applying active networks to traditional protocols Austin Clements Park City High School Patrick Tullmann, Jay Lepreau University of Utah Flux Research Group
Focus • Real application, real protocol • Identify exploitable properties • Doom-specific in-network processing
Doom • Multi-user, peer-to-peer, interactive simulation
Properties of the Protocol • Game engine requirements: totally ordered, reliable, complete update stream • Implementation: unicast • Lock-step nature • Reliability is vital • Low-latency is vital
In-network Processing • Application aware servers • In-network application-level totally ordered multicast • Aggregation • Compression
Evaluation and Conclusion • Scalability • Bandwidth • Latency Initial results • Simulation: • Factor of <# of clients> decrease in sent data • 38% less data, due to compression • Implementation: 4x increased update rate
Evaluation and Conclusion http://www.cs.utah.edu/flux/ Initial results • Simulation: • Factor of <# of clients> decrease in sent data • 38% less data, due to compression • Implementation: 4x increased update rate