CBT/Anycast Routing Strategy for The Distribution of MMORPG Traffic

MMORPG 트래픽의 분산을 위한 CBT/Anycast 라우팅 전략

  • Jurng, Jin-Tae (Division of Multimedia Information, College of Engineering, Howon University) ;
  • Lee, Kwang-Jae (Division of Electrics, Electronics & Multimedia, Seonam University)
  • 정진태 (호원대학교 정보과학대학 멀티미디어정보학과) ;
  • 이광재 (서남대학교 전기전자멀티미디어공학부)
  • Published : 2004.12.31

Abstract

Expansion of internet and construction of high speed network which require multimedia services like MMORPG are exceeding the infra-structure. In this work, CBT is analyzed by focusing on the multicast routing protoco and the algorithm which is transformable to Anycast scheme from CBT scheme is suggested to adapt game traffic. Anycast routing scheme is suitable to distribute high density traffic. Simulation model was set per a number of group and group member, which enabled to reflect real environments. Performance evaluation of routing based on the characteristics of end-to-end delay of CBT and Anycast was mainly focused, The result showed that Anycast method was improved up 8.7%, 25.5%, 34.0%, 38.6% and 51.8%, 56.6% comparing with PIM-DM and CBT routing when packet site was 128, 512 and 1K byte respectively. From the simulation, CBT/Anycast routing scheme can be presented as a flexible and solid solution for the MMORPG traffic to improve the delay characteristics of game packets.

인터넷의 확장과 고속망에도 불구하고 MMORPG와 같이 대용량 멀티미디어 서비스의 요구수준은 통신 기반구조 이상을 요구하기도 한다. 본 논문에서는 MMORPG 트래픽에 대응하여 멀티캐스트 프로토콜인 CBT를 분석하고, 코어라우터의 병목현상 발생시 Anycast로의 전환을 제안하였다. 시뮬레이션 모델에서는 멀티캐스트 그룹 수와 멤버 수를 설정하고 Anycast 라우팅의 종단간 게임팻킷 지연시간을 측정하였으며 CBT 및 PIM-DM 비교하였다. 결과적으로, 128바이트, 512바이트, 1K 바이트의 게임 패킷에 대하여 Anycast 라우팅은 각각 PIM-DM 대비 8.7%, 25.5%, 34.0%와 CBT 대비 38.6%, 51.8%, 56.6%의 평균지연시간 개선을 보였다. CBT/Anycast 전략은 MMORPG트래픽의 지연특성 개선으로 안정적인 서비스가 가능하다.

Keywords