Araştırma Makalesi

Network Optimizing Software Solution for Multiplayer Gaming

Cilt: 1 Sayı: 1 30 Eylül 2024
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Network Optimizing Software Solution for Multiplayer Gaming

Öz

In the digital entertainment landscape, multiplayer online games have gained immense popularity, attracting millions globally. This paper focuses on improving gaming performance by addressing two major challenges: latency and packet loss. Utilizing the Omnet++ application with the INET framework, we propose innovative network solutions to enhance the overall gaming experience. Over the past decade, multiplayer games have rapidly gained popularity due to technological advancements. As living costs rise, these games have become an economical and accessible form of entertainment, especially among the youth. The growing importance of a stable, high-quality internet connection in gaming has become crucial. Game developers and online gaming platforms also stand to gain from our network optimization solutions. Implementing these advancements can elevate service quality, leading to increased user satisfaction, positive reviews, and a stronger reputation in the gaming community. Additionally, this paper explores using real-world gaming data to simulate and test network strategies in Omnet++, offering practical insights for enhancing real-time online gaming experiences.

Anahtar Kelimeler

Destekleyen Kurum

TUBITAK, İTÜ

Proje Numarası

5239903, MÇAP-2022-43828

Teşekkür

This work is supported by The Scientific and Technological Research Council of Turkey (TUBITAK) 1515 Frontier R&D Laboratories Support Program for BTS Advanced AI Hub: BTS Autonomous Networks and Data Innovation Lab. Project 5239903 and Istanbul Technical University, Department of Scientific Research Projects (MÇAP-2022-43828).

Kaynakça

  1. Q. Zhou, C. J. Miller, and V. Bassilious, “First person shooter multiplayer game traffic analysis,” in Proceedings of the 2008 International Symposium on Object/Component/Service-Oriented Real-Time Distributed Computing (ISORC), 2008. DOI: 10.1109/isorc.2008.28.
  2. P. Moll, M. Lux, S. Theuermann, and H. Hellwagner, “A network traffic and player movement model to improve networking for competitive online games,” in Proceedings of the 2018 16th Annual Workshop on Network and Systems Support for Games (NetGames), Jun. 2018. DOI: 10 . 1109 / netgames. 2018 . 8463390. [Online]. Available: https://doi.org/10.1109/netgames.2018.8463390.
  3. T. Henderson, “Latency and user behaviour on a multiplayer game server,” in Lecture Notes in Computer Science, 2001, pp. 1–13. DOI: 10.1007/3-540 -45546-9_1. [Online]. Available: https://doi.org/ 10.1007/3-540-45546-9_1.
  4. B. Ward, Y. Khmelevsky, G. Hains, R. Bartlett, A. Needham, and T. Sutherland, “Gaming network delays investigation and collection of very large-scale data sets,” in 2017 Annual IEEE International Systems Conference (SysCon), Apr. 2017. DOI: 10.1109/syscon.2017.7934779.
  5. M. Ahmed, S. Reno, M. R. Rahman, and S. H. Rifat, “Analysis of netcode, latency, and packet-loss in online multiplayer games,” in 2022 International Conference on Augmented Intelligence and Sustainable Systems (ICAISS), Nov. 2022. DOI: 10.1109/icaiss55157.2022.10010926.
  6. T. Motoo, J. Kawasaki, T. Fujihashi, S. Saruwatari, and T. Watanabe, “Client-side network delay compensation for online shooting games,” IEEE Access, vol. 9, pp. 125 678–125 690, Jan. 2021. DOI: 10.1109/access.2021.3111180.
  7. Y. Ahn, A. K. Cheng, J. Baek, and P. Fisher, “A multiplayer real-time game protocol architecture for reducing network latency,” IEEE Transactions on Consumer Electronics, vol. 55, no. 4, pp. 1883–1889, Nov. 2009. DOI: 10.1109/tce.2009.5373746.
  8. A. Petlund, K. Evensen, P. Halvorsen, and C. Griwodz, “Improving application layer latency for reliable thin-stream game traffic,” in Proceedings of the 7th ACM International Conference on Multimedia, 2008. DOI: 10.1145/1517494.1517513. [Online]. Available: https://doi.org/10.1145/1517494.1517513.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Performans Değerlendirmesi

Bölüm

Araştırma Makalesi

Yazarlar

Arda Deniz Çelik Bu kişi benim
Türkiye

Yayımlanma Tarihi

30 Eylül 2024

Gönderilme Tarihi

27 Ağustos 2024

Kabul Tarihi

26 Eylül 2024

Yayımlandığı Sayı

Yıl 2024 Cilt: 1 Sayı: 1

Kaynak Göster

APA
Çelik, A. D., & Seçinti, G. (2024). Network Optimizing Software Solution for Multiplayer Gaming. ITU Journal of Wireless Communications and Cybersecurity, 1(1), 47-56. https://izlik.org/JA28HN24CL
AMA
1.Çelik AD, Seçinti G. Network Optimizing Software Solution for Multiplayer Gaming. ITU JWCC. 2024;1(1):47-56. https://izlik.org/JA28HN24CL
Chicago
Çelik, Arda Deniz, ve Gökhan Seçinti. 2024. “Network Optimizing Software Solution for Multiplayer Gaming”. ITU Journal of Wireless Communications and Cybersecurity 1 (1): 47-56. https://izlik.org/JA28HN24CL.
EndNote
Çelik AD, Seçinti G (01 Eylül 2024) Network Optimizing Software Solution for Multiplayer Gaming. ITU Journal of Wireless Communications and Cybersecurity 1 1 47–56.
IEEE
[1]A. D. Çelik ve G. Seçinti, “Network Optimizing Software Solution for Multiplayer Gaming”, ITU JWCC, c. 1, sy 1, ss. 47–56, Eyl. 2024, [çevrimiçi]. Erişim adresi: https://izlik.org/JA28HN24CL
ISNAD
Çelik, Arda Deniz - Seçinti, Gökhan. “Network Optimizing Software Solution for Multiplayer Gaming”. ITU Journal of Wireless Communications and Cybersecurity 1/1 (01 Eylül 2024): 47-56. https://izlik.org/JA28HN24CL.
JAMA
1.Çelik AD, Seçinti G. Network Optimizing Software Solution for Multiplayer Gaming. ITU JWCC. 2024;1:47–56.
MLA
Çelik, Arda Deniz, ve Gökhan Seçinti. “Network Optimizing Software Solution for Multiplayer Gaming”. ITU Journal of Wireless Communications and Cybersecurity, c. 1, sy 1, Eylül 2024, ss. 47-56, https://izlik.org/JA28HN24CL.
Vancouver
1.Arda Deniz Çelik, Gökhan Seçinti. Network Optimizing Software Solution for Multiplayer Gaming. ITU JWCC [Internet]. 01 Eylül 2024;1(1):47-56. Erişim adresi: https://izlik.org/JA28HN24CL