Many researchers agree that RUDP is a better protocol for the transport layer, but it seems that the large-scale testbeds that could support such an idea and carry out direct tests are very scarce, meaning that actual experimental implementation is difficult to achieve. This could be a viable alternative system model. Thus, the reliable user datagram protocol (RUDP)-based communication system design has been considered in this research instead of transmission control protocol (TCP) or user datagram protocol (UDP)-based systems. Instead of passing such a burden on to the users, the game companies should instead invest in providing an improved communication algorithm. Even though online games are becoming more complex and the number of participants in these games is increasing continuously, users cannot properly deal with the requirements to play these games, as system upgrades and subscription changes to a higher speed internet service are costly. ![]() Latency largely affects user satisfaction and it is often caused by insufficient hardware capacity or the internet speed that the user is employing. One of the major problems in network games has been that of latency (lagging) that game technology researchers are still tackling. Furthermore, the learning process is beneficial to the provider with a large capacity. This is in sharp contrast with the common practice of setting a lower introductory price to attract users (when congestion is not an issue). Our results show that when the capacity is small or the users' prior QoS belief is high, the provider will choose a higher introductory price in the first period (than the price in the second period). With a simple two-period model, we analyze the strategic interactions between the provider and the users, and characterize the provider's optimal two-period dynamic pricing policy. We study how such a learning process affects the provider's dynamic pricing strategy. In this paper, we consider a participation-dependent social learning over the QoS through users' online reviews, where the QoS changes with the number of review participants. When a new Internet-based service provider first enters the market, there can be uncertainties regarding both the capacity and congestion, and hence the uncertainty of QoS. As a result, the central arbiter has a lower bandwidth requirement than the server of a CS architecture.įor Internet-based services, users' quality of service (QoS) depends on not only the available resource (capacity) but also the number of users who use the resource simultaneously (e.g., congestion effect). The consistency of the game is checked by a central arbiter that receives all updates, but contacts players only when an inconsistency is detected. In that architecture, called Peer-to-Peer with Central Arbiter (PP-CA), players exchange updates in a peer-to-peer manner but without performing consistency checks. We then propose an architecture that combines the merits of CS and PP. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. Our results are based on both analysis and experimentation with an open-source game called "BZFlag". In PP, each player communicates with every other player while state inconsistencies are resolved through a distributed agreement protocol.In this paper, we first examine these architectures from two perspectives: bandwidth requirement at the server and players, and latency to resolve any player state inconsistencies. ![]() In CS, players exchange periodic updates through a central server that is also responsible for resolving any state inconsistencies. ![]() Typically, multiplayer games are organized based on a Client-Server (CS) or a Peer-to-Peer (PP) architecture. Multiplayer games become increasingly popular, mostly because they involve interaction among humans.
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