Experimental Study of TCP and UDP protocols for gaming applications







Our Project


        Gaming industry is exploding in the recent decade. Many offline games are shifted online because the developer wants their customer to be interacted. These interaction can bring more user and higher profit to their company. We called these game as massively multiplayer online game (MMOG). However, it is difficult to manage a large amount of user over the internet. In this project, we will be exploring how these gaming companies decide on which type of connection that they should use. We will be focusing TCP and UDP in this project.

        Applying different strategies of TCP or UDP usage could directly affect gaming servers’ performance, reliability, and security. By doing this research, we can have a better understanding of how gaming applications balance the trade-off of TCP and UDP usage to efficiently handle massive data transmission between servers and users, to recover lost packets when transmission are broken, to maintain or update servers by patches, to establish queueing when servers are overloaded, and to provide accounts and servers security. Since both gaming industry and network infrastructure have been growing exponentially, this requires us to reflect why game designers have made these trade-offs over the network evolution so that we could project some possible options of TCP/UDP usage for gaming applications in future.

        There are number of researches regarding TCP and UDP usage, reliability and performance study. However, these researches did not explore or examine the gaming industry. In this project, we will be studying on TCP and UDP in the gaming industry, identifying which type of connection is suitable and we will be also simulating on computer to see the differences.

Approach


        We will use a chronological approach to study the strategies of TCP or UDP usage since various gaming server architectures and the development of network infrastructure have ·followed a chronological evolution. Based on previous research, modeling, and our survey, simulation to existing gaming servers, we will analysis these strategies and attempt to project a possible solution for the coming decade.