We demonstrate how Massively Multiplayer Online Games (MMOG) can benefit from the emerging Software-Defined Networking (SDN) technology. We integrate Shark 3D TM -an industry-strength 3D game development framework -with the Real-Time Framework (RTF) -an open-source C++ library enhanced for SDN that provides development and runtime support for MMOG. This integration enables game developers to exploit SDN for guaranteeing network QoS in MMOG. A case study of an MMOG-like application in a real, SDN-enabled network shows the advantages of our approach.
I. INTRODUCTIONMassively Multiplayer Online Games (MMOG) connect a potentially very high number of players who interact with the game world and with each other in real time; therefore, MMOG make strong QoS requirements both on the computational resources and on the underlying network. Moreover, these requirements are dynamic, i. e., they may vary at runtime. This makes MMOG development a challenging task and requires the developer to have detailed knowledge of game design and networking. To facilitate game development, systems such as id Tech and Big World support the developer by providing gaming-typical aspects, e. g., graphics, physics, AI, etc., but the important features of networking and QoS management are often missing.Our contribution is the integration of Shark 3D TM [1] -a commercial, real-time middleware and 3D engine -with the Real-Time Framework (RTF) [2] -a research-motivated, opensource C++ library for development and runtime support of MMOG including network QoS management. This RTF/Shark Integration (called RSI throughout the paper) allows the game developer to specify QoS requirements which are then enforced in the network by exploiting the emerging SoftwareDefined Networking (SDN) technology: a game application requests the SDN controller at runtime to accommodate certain QoS requirements for specific users; the controller then enforces the requested QoS, e. g., by redirecting or prioritizing the traffic of these users.Recent approaches [3][4][5] to managing QoS using SDN aim at a generic QoS functionality and, therefore, are hard to integrate in real-time applications like MMOG because they require the developer to map low-level networking details to high-level game demands. In contrast, our RSI approach adapts SDN-based network QoS management to the typical structure of MMOG in a commercially successful framework (Shark) and provides the developer with high-level QoS metrics which ease the game development process.