ENSC 427: Communication Networks

Spring 2019

Gaming through different transmission media and connection types (Fibre, Ethernet, Cable, Wifi, LTE)

Group 04

Carson Lai (301235666)

Princess Macanlalay (301232462)

Abstract

Today, gaming has become an everyday addiction for kids, teens, and adults. From casual gamers to hard core gamers, game developers need to provide a balanced service to accommodate the latency and packet losses. Our project will explore how modern multiplayer games handle a variety of network issues and how a player's choice in link type can affect their gameplay.

Team 4 - ENSC 427 - Final Project.pdf
ENSC 427 - Final Project.pdf

References

[1] "AVM," [Online]. Available: https://en.avm.de/guide/gaming/wifi-or-cable-which-is-better-for-gaming/. [Accessed 5 February 2019].

[2] C. Harper, "maketecheasier," 14 March 2017. [Online]. Available: https://www.maketecheasier.com/ethernet-vs-wifi-in-gaming/. [Accessed 5 February 2019].

[3] B. Team, " BroadbandNow," 16 October 2018. [Online]. Available: https://broadbandnow.com/guides/dsl-vs-cable-vs-fiber. [Accessed 2 February 2019].

[4] R. Hirota and S.-I. Kuribayash, “Evaluation of fairness in multiplayer network games,” Proceedings of 2011 IEEE Pacific Rim Conference on Communications, Computers and Signal Processing, 2011.

[5] M. Dammak, I. Andriyanova, Y. Boujelben, and N. Sellami, “Routing and Network Coding Over a Cyclic Network for Online Video Gaming,” IEEE Communications Letters, vol. 22, no. 6, pp. 1188–1191, 2018.

[6] S. Zander, I. Leeder, and G. Armitage, “Achieving fairness in multiplayer network games through automated latency balancing,” Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology - ACE 05, 2005.

[7] K. Raaen and A. Petlund, “How much delay is there really in current games?,” Proceedings of the 6th ACM Multimedia Systems Conference on - MMSys 15, 2015.