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Cybernet Real Time Intelligent Routing Technology
The
level of traffic across the Internet now exceeds the capability
of the networks to serve web content quickly. As a result, demand
for faster content delivery methods such as caching have been growing
dramatically. Although the available caching technologies solve
many of the needs for faster static content delivery, they are not
sufficient for the delivery of non-cacheable dynamic content.
Cybernet
has developed a patent pending, distributed network server technology
for the real-time data transfer of dynamic network content. Our
Real Time Intelligent Routing technology provides a low cost, high
performance solution that is easy to implement. Real-time on-line
applications for this technology include:
- Multi-player
games
- Gambling
- Stock
market interactions
- Internet-based
classes
- Chat
rooms
- Video
teleconferencing
The
majority of web traffic is composed of one-to-one or one-to-many
interactions. However, the growth of the online gaming business
and chat room proliferation has shown that there is a growing demand
for a more interactive experience on the Internet. This demand for
interactivity has already grown to the point where the national
networks are no longer able to handle the traffic and users are
staying away due to poor performance. Handling the demand for an
interactive Internet requires novel approaches to increase performance
and provide a better quality of service to the end users.
Cybernet's
Real Time Intelligent Routing Technology meets this need. Our technology
provides a solution for increased performance where there are many-to-many
interactions in real-time. Cybernet is focused on bringing this
technology to the online gaming business. By providing intelligent
routing capabilities that service non-cacheable requests across
the Internet, we can provide a faster and better quality of service
to the end user in many-to-many interactions.
Cybernet's
technology takes the concept of caching to the next level. While
caching distributes content across the Internet to reduce load on
a web server, our intelligent routing technology reduces the proliferation
of real-time traffic across the backbone. In the case of interactive
gaming, user requests for data from all of the other players data
creates an N-squared problem of data transfer across the Internet.
By creating a distributed network running our intelligent routing
software, we can remove much of the redundancy and reduce the bandwidth
load by 25% to 90%.
In
addition, this software architecture provides the ability to reduce
the overall bandwidth to the client by culling out data that the
client does not necessarily need. An example of this comes in the
form of interactive TV. Interactive TV systems provide the ability
to watch a sporting event from multiple cameras. Typically, each
of these video streams are sent to the user at once and the user
chooses which stream to watch at the client. Our culling technology
determines which streams the user is actually watching and requests
from the server only the data for those particular streams. In an
example where there are 10 different camera angles and the user
is only watching one, we can reduce the bandwidth load by 90%. OpenSkies
also reduces the bandwidth from the client by performing the required
routing on external servers. A client who is currently visible from
20 other clients need only send one update rather than being burdened
by having to send 20 of them. This is especially important for those
players with slower Internet connections.
Technology
Cybernet's
Real Time Intelligent Routing technology uses a software-based system
running across a distributed server network. The clients (called
federates) connect to one of the distributed servers (called FedHosts).
These FedHosts then act as traffic cops, acting in concert to route
the data where it needs to go.

The
intelligent routing software actually recognizes what traffic is
going where and who is subscribing to it. So instead of a 100 player
game having 10,000 different streams between the players, our network
consolidates these streams across the network and can reduce the
overall bandwidth by an order of magnitude.
The
technology behind this service is based on decades of research by
the U.S. military, which have been the predominant researcher in
multiplayer simulations for the past 20 years. The U.S. military
has developed a distributed network software architecture called
High Level Architecture (HLA) that provides for a much more scalable
network system than any previous or currently developed system.
By adapting this architecture, we have created a patented distributed
server system that supports massive multiplayer games, which would
otherwise be impossible. In addition, this technology will allow
us to meet the bandwidth needs of many other types of multi-participant
interactions such as video teleconferencing.

Introductory
Distribution
Cybernet
Systems offers a demonstration distribution to describe and demonstrate
the OpenSkies technology. All of the OpenSkies SDK documentation
and download files may be found online.
Costs
Details
on the licensing costs of OpenSkies can also be found online.
All
OpenSkies materials are copyright, Cybernet Systems Corp.
Copyright Notice and License |