![planeshift mmorpg population planeshift mmorpg population](https://www.planeshift.it/element/[]/Picture%20of%20the%20day/planeshift_201.jpg)
Opting for a better understanding of the game traffic and the economic well being of the Internet, we analyze a 1,356-million-packet trace from a sizeable MMORPG, ShenZhou Online. Among all genres of the online games, the popularity of the MMORPG (Massive Multiplayer Online Role Playing Games) is especially prominent in Asia. Online gaming is one of the most profitable businesses over the Internet. We finally validate the theoretical limits of delay using network simulations and discuss a number ofpractical constraints. The results show thatby using NC coding, one can gain up to 14% of latency over an optimizedrouting protocol for the cycle topology without the use of network coding.Afterwards, we propose a practical implementation scenario of this solutionover a device-to-device (D2D) infrastructure. We design an optimized routingprotocol over a cycle topology based on the network coding technique andevaluate its performance in terms of delay and order. Afterwards, we investigate the cyclic topology. Besides, we propose to add the playerspartition approach and change the topology from a tree to a forest.
![planeshift mmorpg population planeshift mmorpg population](https://i.pinimg.com/736x/86/0e/70/860e70afe54e0f5c26732fefb345e9b3.jpg)
It can reduce the traffic load, reduce the delay and increase the network’s efficiency.In this thesis, we propose some modifications to enhance the TCM technique and evaluate its performance. This technique allows intermediate nodes to encode the data they receive rather than perform a simple”store and forward” function. We propose the use of the Network Coding technique(NC) which makes it possible to increase the bit rate of the network undercertain topological and routing conditions. However, the transmitted packets with TCM are larger than theoriginal ones, which requires more delay to transmit them and increases therisk of congestion. As for the delay and the efficiency problem, some have proposed the application of Tunneling, Compression and Multiplexing (TCM)technique. This ordered topology facilitates the implementation of transmission management and control procedures to impose a causal order betweenall players. For consistency, we propose a cyclic networktopology. This consistency is influenced by the quality of service (QoS) offered by the network, mainly in terms of delay, jitter and order of the packets.As a result, a solution that enhances these parameters will help in satisfyingmore players and subsequently improving QoE.The goal of this thesis is to propose solutions to enhance the QoE of onlinegames by increasing the consistency of view, reducing the delay and increasing the efficiency of the network. On the other hand, Quality ofExperience (QoE) in the context of online games is strongly influenced byconsistency. Therefore, it isnecessary to find more efficient transmission and routing techniques to reduce the traffic’s volume and to increase the network’s efficiency in orderto support the growing number of players.
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This implies the following: 1) the packets’ size is too small for efficient routing and 2) thebandwidth required by the server seems to be increasing. The traffic is typically encapsulated in TCPsegments of small size information (the so called payload) resulting in a highvolume of headers transmitted through the network. The application of massively multiplayer online games provides a large partof the global internet traffic.