The WTFast Gamers Private Network (GPN R ) is a client/server solution designed to improve network conditions with online games that utilize centralized game servers. Using a GPN R , connections between the clients personal computer and game network are improved in terms of reduced network latency, spikes, and jitter.A common concern among players participating in online games is the game's connection stability. A key aspect of WTFast's GPN R service is its greatly improved connection consistency. This is accomplished by routing data from the client to the game server in a more controlled manner.To determine what kind of conditions and improvements can be found using a GPN R , we gathered data from thousands of GPN R and non-GPN R (regular internet) connections to create a statistical model of spike predictability, frequency, and severity using Markov Chains. Paired with a comparison of latency, spikes, and jitter across GPN R / non-GPN R lines, we provide a statistically sound report on the efficacy of WTFast's GPN R service.
The Gamer's Private Network (GPN ®) is a client/server technology created by WTFast for making the network performance of online games faster and more reliable. GPN ® s use middle-mile servers and proprietary algorithms to better connect online video-game players to their game's servers across a wide-area network. Online games are a massive entertainment market and network latency is a key aspect of a player's competitive edge. This market means many different approaches to network architecture are implemented by different competing companies and that those architectures are constantly evolving. Ensuring the optimal connection between a client of WTFast and the online game they wish to play is thus an incredibly difficult problem to automate. Using machine learning, we analyzed historical network data from GPN ® connections to explore the feasibility of network latency prediction which is a key part of optimization. Our next step will be to collect live data (including client/server load, packet and port information and specific game state information) from GPN ® Minecraft servers and bots. We will use this information in a Reinforcement Learning model along with predictions about latency to alter the clients' and servers' configurations for optimal network performance. These investigations and experiments will improve quality of service and reliability for GPN ® systems.
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