Use cases of Application-aware Networking (APN) in Game Acceleration
draft-zhang-apn-acceleration-usecase-01
Network Working Group S. Zhang
Internet-Draft C. Cao
Intended status: Informational China Unicom
Expires: June 17, 2021 S. Peng
Z. Li
Huawei
December 14, 2020
Use cases of Application-aware Networking (APN) in Game Acceleration
draft-zhang-apn-acceleration-usecase-01
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
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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
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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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