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Pangolin: speeding up concurrent messaging for cloud-based social gaming

Published: 06 December 2011 Publication History

Abstract

The convergence of games and online social platforms is an exploding phenomena. The continued success of social games hinges critically on the ability to deliver smooth and highly-interactive experiences to end-users. However, it is extremely challenging to satisfy the stringent performance requirements of online social games.
Motivated by an Xbox Live online social gaming application, we address the problem of concurrent messaging, where the maximum latency of game messages has to be tightly bounded. Learning from a large-scale measurement experiment, we conclude that the generic transport protocol TCP, currently being used in the game, cannot ensure concurrent messaging. We develop a new UDP-based transport protocol, named Pangolin. The core of Pangolin is an adaptive decision making engine derived from the Markov Decision Process theory. The engine optimally controls the transmission of redundant Forward Error Correction packets to combat data loss. Trace-driven emulation demonstrates that Pangolin reduces the 99.9-percentile latency from more than 4 seconds to about 1 second with negligible overhead.
Pangolin pre-computes all optimal actions and requires only simple table look-up during online operation. Pangolin has been incorporated into the latest Xbox SDK - released in November, 2010 - and is now powering concurrent messaging for hundreds of thousands of Xbox clients.

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Zhang, C., Huang, C., Chou, P. A., Li, J., Mehrotra, S., Ross, K. W., Chen, H., Livni, F., and Thaler, J. Pangolin: Speeding up Concurrent Messaging for Cloud-Based Social Gaming. In Technical Report, Microsoft Research (June 2011). http://research.microsoft.com/~chengh/techreports/pangolintech.pdf.

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cover image ACM Conferences
CoNEXT '11: Proceedings of the Seventh COnference on emerging Networking EXperiments and Technologies
December 2011
364 pages
ISBN:9781450310413
DOI:10.1145/2079296
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 06 December 2011

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View all
  • (2019)rQUIC: Integrating FEC with QUIC for Robust Wireless Communications2019 IEEE Global Communications Conference (GLOBECOM)10.1109/GLOBECOM38437.2019.9013401(1-7)Online publication date: Dec-2019
  • (2016)Survey of End-to-End Mobile Network Measurement Testbeds, Tools, and ServicesIEEE Communications Surveys & Tutorials10.1109/COMST.2015.248597918:1(105-123)Online publication date: Sep-2017
  • (2015)pcp: Internet Latency Estimation Using CDN Replicas2015 24th International Conference on Computer Communication and Networks (ICCCN)10.1109/ICCCN.2015.7288449(1-8)Online publication date: Aug-2015
  • (2014)Cascading impact of lag on quality of experience in cooperative multiplayer gamesProceedings of the 13th Annual Workshop on Network and Systems Support for Games10.5555/2755535.2755551(1-6)Online publication date: 4-Dec-2014
  • (2014)Cascading impact of lag on Quality of Experience in cooperative multiplayer games2014 13th Annual Workshop on Network and Systems Support for Games10.1109/NetGames.2014.7008965(1-6)Online publication date: Dec-2014

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