Determination of Multicast Routing Scheme for Traffic Overload in On-Line Game

온라인 게임에서 트래픽 부하 상태에 따른 멀티캐스트 라우팅 방식의 결정

  • 이광재 (서남대학교 전기전자멀티미디어공학부) ;
  • 두길수 (서남대학교 전기전자멀티미디어공학부) ;
  • 설남오 (서남대학교 전기전자멀티미디어공학부)
  • Published : 2002.05.31

Abstract

The deployment of multicast communication services in the Internet is expected to lead a stable packet transfer even in heavy traffic as in On-Line Game environment. The Core Based Tree scheme among many multicast protocols is the most popular and suggested recently. However, CBT exhibit two major deficiencies such as traffic concentration or poor core placement problem. So, measuring the bottleneck link bandwidth along a path is important for understanding the performance of multicast. We propose not only a definition of CBT's core link state that Steady-State(SS), Normal-State(NS) and Bottleneck State(BS) according to the estimation link speed rate, but also the changeover of multicast routing scheme for traffic overload. In addition, we introduce anycast routing tree, a efficient architecture for construct shard multicast trees.

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