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Pangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang , Cheng Huang , Philip A. Chou , Jin Li , Sanjeev Mehrotra , Keith W. Ross , Hao Chen $ , Felix Livni $ , and Jay Thaler $ NYU/Poly Microsoft Research $ Xbox Live 1 ACM CoNEXT, December 8, 2011
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Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

Jun 22, 2020

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Page 1: Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

Pangolin – Speedy Messaging for Cloud-based Social Gaming

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

† NYU/Poly ‡ Microsoft Research $ Xbox Live

1 ACM CoNEXT, December 8, 2011

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How to ensure universally smooth gaming experience?

Bounding the tail performance!

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interaction gap

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• Unfortunately, many messages arriving late

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• US/CAN & Europe only

• Imagine what’s next • open to all markets

• launch on mobile

0

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95% 99% 99.9%

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* picture by courtesy L. Rizzo 10

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Page 14: Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

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Page 16: Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

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Page 17: Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

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Page 18: Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

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Page 19: Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

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Page 20: Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

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0

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95% 99% 99.9%

Late

ncy

(m

s)

TCP

Pangolin

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60%

Pangolin redundancy – only 6.1%!

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Page 28: Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

BACKUP SLIDES

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Page 29: Pangolin - SIGCOMMconferences.sigcomm.org/.../2011/slides/Zhang-Pangolin.pdfPangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang†, Cheng Huang‡, Philip A. Chou

• Pangolin address this class of problems

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