
Chen, Flow in games (and everything else). Lei, An empirical evaluation of TCP performance in online games, in Proceedings of the ACM SIGCHI international conference on advances in computer entertainment technology (ACE’06), (Hollywood, CA, USA 2006b). Chin-Luang, How sensitive are online gamers to network quality? Commun. Saha, Measurement-based characterization of a collection of on-line games, in Proceedings of the 5th ACM SIGCOMM Conference on Internet Measurement, Berkeley, CA (USENIX Association, 2005), p. Master of Science Dissertation (2012), Available online: Ĭ. Cajada, VFC-RTS: vector-field consistency para real-time-strategy multiplayer games. Garcia, A simple formula for end-to-end jitter estimation in packet-switching networks, in Networking, International Conference on Systems and International Conference on Mobile Communications and Learning Technologies (2006), Morne, Mauritius p. Armitage, An ARMA(1,1) prediction model of first person shooter game traffic, in Proceedings IEEE 10th Workshop on Multimedia Signal Processing (MMSP’08), (Cairns, 2008), pp. Bernier, Latency compensating methods in client/server in-game protocol design and optimization, in Proceedings of the Game Developers Conference, vol. Mahmood, Entertainment, communication or academic use? A survey of Internet cafe users in Lahore, Pakistan. Adams, Active queue management: a survey. Other scalability-related techniques are also explained. Different QoE-enhancing mechanisms, such as client-side prediction or server delay compensation, are summarized. Although latency is the most important parameter, other ones such as packet loss, delay variation (jitter), or bandwidth are also considered.

In addition, the different techniques used for estimating the user’s Quality of Experience from network parameters are surveyed. This chapter discusses the different mechanisms that companies use in order to overcome the problem of network latency when providing online games: the use of low-bandwidth traffic flows, the different protocols used at transport level, the architectures employed, the distribution of the hardware resources, the mechanisms for hiding the effect of the network to the players, etc. Different genres of online games present specific latency requirements, depending on the game dynamics, its characteristics, and the level of interaction between the players. However, the synchronization and the maintaining of a coherent game state to be shared by the applications of all the players is not a trivial problem: different sources of latency appear and may cause inconsistencies between the game states observed by each of the players. Online games permit a number of people to compete in a shared virtual world.

The rise of the Internet opened new possibilities for computer games, allowing real-time interaction between players in different parts of the world.
