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

Chao Zhang, Cheng Huang, Philip A. Chou, Jin Li, Sanjeev Mehrotra, Keith Ross, Hao Chen, Felix Livni, Jay Thaler

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    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.

    Original languageEnglish (US)
    Title of host publicationProceedings of the 7th Conference on Emerging Networking EXperiments and Technologies, CoNEXT'11
    DOIs
    StatePublished - 2011
    Event7th ACM International Conference on Emerging Networking EXperiments and Technologies, CoNEXT'11 - Tokyo, Japan
    Duration: Dec 6 2011Dec 9 2011

    Other

    Other7th ACM International Conference on Emerging Networking EXperiments and Technologies, CoNEXT'11
    CountryJapan
    CityTokyo
    Period12/6/1112/9/11

    Fingerprint

    Engines
    Forward error correction
    Hinges
    Decision making
    Experiments

    ASJC Scopus subject areas

    • Computer Networks and Communications

    Cite this

    Zhang, C., Huang, C., Chou, P. A., Li, J., Mehrotra, S., Ross, K., ... Thaler, J. (2011). Pangolin: Speeding up concurrent messaging for cloud-based social gaming. In Proceedings of the 7th Conference on Emerging Networking EXperiments and Technologies, CoNEXT'11 https://doi.org/10.1145/2079296.2079319

    Pangolin : Speeding up concurrent messaging for cloud-based social gaming. / Zhang, Chao; Huang, Cheng; Chou, Philip A.; Li, Jin; Mehrotra, Sanjeev; Ross, Keith; Chen, Hao; Livni, Felix; Thaler, Jay.

    Proceedings of the 7th Conference on Emerging Networking EXperiments and Technologies, CoNEXT'11. 2011.

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Zhang, C, Huang, C, Chou, PA, Li, J, Mehrotra, S, Ross, K, Chen, H, Livni, F & Thaler, J 2011, Pangolin: Speeding up concurrent messaging for cloud-based social gaming. in Proceedings of the 7th Conference on Emerging Networking EXperiments and Technologies, CoNEXT'11. 7th ACM International Conference on Emerging Networking EXperiments and Technologies, CoNEXT'11, Tokyo, Japan, 12/6/11. https://doi.org/10.1145/2079296.2079319
    Zhang C, Huang C, Chou PA, Li J, Mehrotra S, Ross K et al. Pangolin: Speeding up concurrent messaging for cloud-based social gaming. In Proceedings of the 7th Conference on Emerging Networking EXperiments and Technologies, CoNEXT'11. 2011 https://doi.org/10.1145/2079296.2079319
    Zhang, Chao ; Huang, Cheng ; Chou, Philip A. ; Li, Jin ; Mehrotra, Sanjeev ; Ross, Keith ; Chen, Hao ; Livni, Felix ; Thaler, Jay. / Pangolin : Speeding up concurrent messaging for cloud-based social gaming. Proceedings of the 7th Conference on Emerging Networking EXperiments and Technologies, CoNEXT'11. 2011.
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