On the Challenge and Design of Transport Protocols for MMORPGs (2024)

[1]"ENet: An UDP networking layer for the multiplayer first person shooter cube," http://enet.cubik.org/.

[2]"FAQ - Multiplayer and Network Programming," GameDev.Net, 2004. [Online]. Available: http://www.gamedev.net/

[3]M.Allman, V.Paxson, and W.Stevens, "TCP congestion control," RFC 2581, Apr. 1999.

[4]R.Braden, "Requirements for internet hosts - communication layers," RFC 1122, Oct. 1989.

[5]K.-T. Chen, P.Huang, and C.-L. Lei, "Game Traffic Analysis: An MMORPG Perspective," Computer Networks, vol.50, no.16, pp. 3002-3023, Nov 2006.

[6]--, "How Sensitive are Online Gamers to Network Quality??" Communications of the ACM, vol.49, no.11, pp. 34-38, Nov 2006.

[7]--, "Effect of network quality on player departure behavior in online games," IEEE Transactions on Parallel and Distributed Systems, vol.20, no.5, pp. 593-606, May 2009.

[8]M.Claypool, "The effect of latency on user performance in real-time strategy games," Elsevier Computer Networks, special issue on Networking Issues in Entertainment Computing, vol.49, no.1, Sep 2005.

[9]M.Claypool and K.Claypool, "Latency and player actions in online games," Communications of the ACM, vol.49, no.11, Nov 2006.

[10]S.Floyd and E.Kohler, "Profile for datagram congestion control protocol (DCCP) congestion control ID 2: TCP-like congestion control," RFC 4341, March 2006.

[11]S.Floyd, E.Kohler, and J.Padhye, "Profile for datagram congestion control protocol (DCCP) congestion control ID 3: Tcp-friendly rate control (TFRC)," RFC 4342, March 2006.

[12]"OpenTNL: The Torque network library," GarageGames, April 2004, http://www.opentnl.org/.

[13]C.Griwodz and P.Halvorsen, "The fun of using TCP for an MMORPG," in NOSSDAV '06: Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video, 2006, pp. 1-7.

[14]S.Harcsik, A.Petlund, C.Griwodz, and P.Halvorsen, "Latency evaluation of networking mechanisms for game traffic," in NetGames '07: Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, 2007, pp. 129-134.

[15]E.Kohler, M.Handley, and S.Floyd, "Datagram congestion control protocol (DCCP)," RFC 4340, March 2006.

[16]M.Mathis, J.Mahdavi, S.Floyd, and A.Romanow, "TCP selective acknowledgement options," RFC 2018, Oct. 1996.

[17]S.Pack, E.Hong, Y.Choi, llkyu Park, J.-S. Kim, and D.Ko, "Game transport protocol: lightweight reliable transport protocol for massive interactive on-line game," in Proceedings of the SPIE, vol. 4861, 2002, pp. 83-94.

[18]S.Shirmohammadi and N.D. Georganas, "An end-to-end communication architecture for collaborative virtual environments," Computer Networks, vol.35, no. 2-3, pp. 351-367, 2001.

[19]R.W. Stevens, TCP/IP Illustrated, Volume 2: The Implementation. Addison-Wesley, 1995.

[20]R.Stewart, "Stream control transmission protocol," RFC 4960, September 2007.

[21]"ShenZhou Online," UserJoy Technology Co., Ltd., http://www.ewsoft.com.tw/.

[22]B.S. Woodco*ck, "An analysis of MMOG subscription growth - version 23.0." [Online]. Available: http://www.mmogchart.com/

Footnotes:

1. Corresponding author: Kuan-Ta Chen, contact him at [email protected].

Sheng-Wei Chen (also known as Kuan-Ta Chen)
http://www.iis.sinica.edu.tw/~swc

Last Update September 28, 2019

On the Challenge and Design of Transport Protocols for MMORPGs (2024)
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