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Networking and Online Games: Understanding and Engineering Multiplayer Internet Games

Hardback by Armitage, Grenville (Swinburne University of Technology, Australia); Claypool, Mark (Worcester Polytechnic Institute, USA); Branch, Philip (Swinburne University of Technology, Australia)

Networking and Online Games: Understanding and Engineering Multiplayer Internet Games

£88.95

ISBN:
9780470018576
Publication Date:
7 Apr 2006
Language:
English
Publisher:
John Wiley & Sons Inc
Pages:
240 pages
Format:
Hardback
For delivery:
Estimated despatch 21 - 23 Aug 2026
Networking and Online Games: Understanding and Engineering Multiplayer Internet Games

Description

The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

Contents

Author Biographies xi Acknowledgements xiii 1 Introduction 1 2 Early Online and Multiplayer Games 5 2.1 Defining Networked and Multiplayer Games 5 2.2 Early Multiplayer Games 6 2.3 Multiplayer Network Games 12 3 Recent Online and Multiplayer Games 15 3.1 Communication Architectures 15 3.2 The Evolution of Online Games 17 3.3 Summary of Growth of Online Games 27 3.4 The Evolution of Online Game Platforms 29 3.5 Context of Computer Games 32 4 Basic Internet Architecture 41 4.1 IP Networks as seen from the Edge 42 4.2 Connectivity and Routing 47 4.3 Address Management 60 5 Network Latency, Jitter and Loss 69 5.1 The Relevance of Latency, Jitter and Loss 69 5.2 Sources of Latency, Jitter and Loss in the Network 70 5.3 Network Control of Lag, Jitter and Loss 75 5.4 Measuring Network Conditions 79 6 Latency Compensation Techniques 83 6.1 The Need for Latency Compensation 83 6.2 Prediction 86 6.3 Time Manipulation 93 6.4 Visual Tricks 97 6.5 Latency Compensation and Cheating 98 7 Playability versus Network Conditions and Cheats 101 7.1 Measuring Player Tolerance for Network Disruptions 101 7.2 Communication Models, Cheats and Cheat-Mitigation 108 8 Broadband Access Networks 121 8.1 What Broadband Access Networks are and why they Matter 121 8.2 Access Network Protocols and Standards 123 8.3 Cable Networks 125 8.4 ADSL Networks 127 8.5 Wireless LANs 128 8.6 Cellular Networks 132 8.7 Bluetooth Networks 134 8.8 Conclusion 135 9 Where Do Players Come from and When? 137 9.1 Measuring Your Own Game Traffic 138 9.2 Hourly and Daily Game-play Trends 142 9.3 Server-discovery (Probe Traffic) Trends 145 9.4 Mapping Traffic to Player Locations 148 10 Online Game Traffic Patterns 151 10.1 Measuring Game Traffic with Timestamping Errors 152 10.2 Sub-second Characteristics 153 10.3 Sub-second Packet-size Distributions 156 10.4 Sub-Second Inter-Packet Arrival Times 162 10.5 Estimating the Consequences 167 10.6 Simulating Game Traffic 168 11 Future Directions 175 11.1 Untethered 175 11.2 Quality of Service 178 11.3 New Architectures 180 11.4 Cheaters Beware 181 11.5 Augmented Reality 182 11.6 Massively Multiplayer 182 11.7 Pickup and Putdown 183 11.8 Server Browsers 183 12 Setting Up Online FPS Game Servers 187 12.1 Considerations for an Online Game Server 187 12.2 Wolfenstein Enemy Territory 188 12.3 Half-Life 2 198 12.4 Configuring FreeBSD's Linux-compatibility Mode 206 References 208 13 Conclusion 209 13.1 Networking Fundamentals 209 13.2 Game Technologies and Development 210 13.3 A Note Regarding Online Sources 211 Index 213

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