Use cases of Application-aware Networking (APN) in Game Acceleration
draft-zhang-apn-acceleration-usecase-00

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Network Working Group                                           S. Zhang
Internet-Draft                                                    C. Cao
Intended status: Informational                              China Unicom
Expires: December 24, 2020                                       S. Peng
                                                                   Z. Li
                                                                  Huawei
                                                           June 22, 2020

  Use cases of Application-aware Networking (APN) in Game Acceleration
                draft-zhang-apn-acceleration-usecase-00

Abstract

   With the development of the Internet, game industry has risen
   rapidly, from handheld game consoles to PC games and mobile games.
   The types of games are diversified, while the number of game users is
   increasing year by year.  The game market is maturing quickly.

   Nowadays, the scale of game users is large and they belong to the
   easy-to-consume groups.  Among all the games, those require frequent
   interactions and involve video streaming usually have highly
   demanding requirements on the network in terms of guaranteed network
   latency and reliability.  Therefore, from the aspect of ensuring
   better gaming experience, it is desirable of differentiating the
   particular gaming application flows and providing high-priority
   network services for those demanding gamers.

   This document describes the game acceleration scenarios using
   Application-aware Networking (APN) technology.  In these scenarios,
   APN can identify the specific requirements of particular gaming
   applications, steer the flows to the game processors close to the
   users, and provide SLA guaranteed network services such as low
   latency and high reliability.

Requirements Language

   The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT",
   "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in this
   document are to be interpreted as described in RFC 2119 [RFC2119].

Status of This Memo

   This Internet-Draft is submitted in full conformance with the
   provisions of BCP 78 and BCP 79.

   Internet-Drafts are working documents of the Internet Engineering
   Task Force (IETF).  Note that other groups may also distribute

Zhang, et al.           Expires December 24, 2020               [Page 1]
Internet-Draft            Network Working Group                June 2020

   working documents as Internet-Drafts.  The list of current Internet-
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   This Internet-Draft will expire on December 24, 2020.

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Table of Contents

   1.  Introduction  . . . . . . . . . . . . . . . . . . . . . . . .   2
   2.  Usage Scenarios of APN in Game Acceleration . . . . . . . . .   3
     2.1.  APN for Steering into Dedicated Game Acceleration Channel   3
     2.2.  Fine-granularity Interactive Action Game Acceleration . .   5
   3.  Game Acceleration Business Model  . . . . . . . . . . . . . .   6
   4.  Security Considerations . . . . . . . . . . . . . . . . . . .   7
   5.  IANA Considerations . . . . . . . . . . . . . . . . . . . . .   7
   6.  Normative References  . . . . . . . . . . . . . . . . . . . .   7
   Authors' Addresses  . . . . . . . . . . . . . . . . . . . . . . .   7

1.  Introduction

   Online games usually refer to games which use the access terminal PC
   or smart terminal as the game platform, the Internet as the data
   transmission medium, the game operator server as the processor, and
   through the WAN network transmission (e.g. mobile Internet), in which
   a single user or multiple users simultaneously participate to realize
   the operation of the game characters or scenes.

   The number of online game players is large in China, about more than
   700 million.  Gamers usually pursue very high quality of

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