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12
Cloud Gaming: Architecture and Performance.
- IEEE Network,
, 2013
"... Abstract-Recent advances in cloud technology have turned the idea of Cloud Gaming into a reality. Cloud Gaming, in its simplest form, renders an interactive gaming application remotely in the cloud and streams the scenes as a video sequence back to the player over the Internet. This is an advantage ..."
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Abstract-Recent advances in cloud technology have turned the idea of Cloud Gaming into a reality. Cloud Gaming, in its simplest form, renders an interactive gaming application remotely in the cloud and streams the scenes as a video sequence back to the player over the Internet. This is an advantage for less powerful computational devices that are otherwise incapable of running high quality games. Such industrial pioneers as Onlive and Gaikai have seen success in the market with large user bases. In this article, we conduct a systematic analysis of state-of-theart cloud gaming platforms, and highlight the uniqueness of their framework design. We also measure their real world performance with different types of games, for both interaction latency and streaming quality, revealing critical challenges toward the widespread deployment of Cloud Gaming.
A high-quality low-delay remote rendering system for 3D video”,
- Proceedings of the 18th international conference on Multimedia,
, 2010
"... ABSTRACT As an emerging technology, 3D video shows a great potential to become the next generation media for tele-immersion. However, streaming and rendering this dynamic 3D data in real-time requires tremendous network bandwidth and computing resources. In this paper, we build a remote rendering m ..."
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ABSTRACT As an emerging technology, 3D video shows a great potential to become the next generation media for tele-immersion. However, streaming and rendering this dynamic 3D data in real-time requires tremendous network bandwidth and computing resources. In this paper, we build a remote rendering model to better study different remote rendering designs and define 3D video rendering as an optimization problem. Moreover, we design a 3D video remote rendering system that significantly reduces the delay while maintaining high rendering quality. We also propose a reference viewpoint prediction algorithm with super sampling support that requires much less computation resources but provides better performance than the search-based algorithms proposed in the related work.
Publish/subscribe network designs for multiplayer games
- In Middleware 2014 - ACM/IFIP/USENIX 15th International Middleware Conference
"... Massively multiplayer online games (MMOGs), which are typically supported by large distributed systems, require a scalable, low latency messaging middleware that supports the location-based semantics and the loosely coupled inter-action of multiplayer games components. In this experi-mentation paper ..."
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Massively multiplayer online games (MMOGs), which are typically supported by large distributed systems, require a scalable, low latency messaging middleware that supports the location-based semantics and the loosely coupled inter-action of multiplayer games components. In this experi-mentation paper, we present three different pub/sub-driven designs for a MMOG networking engine that account for the highly interactive and massive nature of these games. Each design uses not only different pub/sub approaches (from topic-based to content-based) but also serves varying de-grees of responsibilities. In particular, some of them inte-grate game functionality, such as interest management, into the network engine. We implement, evaluate, and compare our proposed designs in the MMOG prototype Mammoth. Our real-world results show the viability of pub/sub while at the same time highlighting clear trade-offs between the dif-ferent designs used, especially in the number and frequency of the various message types, such as subscriptions.
Adventure Author
"... 2. Aim of the review 3. What are adventure games? 4. History and classification of adventure games ..."
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2. Aim of the review 3. What are adventure games? 4. History and classification of adventure games
†Databases and Distributed Systems
"... Abstract—We present an approach to the generation of realistic synthetic workloads for use in benchmarking of (massively) multiplayer online gaming infrastructures. Existing techniques are either too simple to be realistic or are too specific to a particular network structure to be used for comparin ..."
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Abstract—We present an approach to the generation of realistic synthetic workloads for use in benchmarking of (massively) multiplayer online gaming infrastructures. Existing techniques are either too simple to be realistic or are too specific to a particular network structure to be used for comparing different networks with each other. Desirable properties of a workload are reproducibility, realism and scalability to any number of players. We achieve this by simulating a gaming session with AI players that are based on behavior trees. The requirements for the AI as well as its parameters are derived from a real gaming session with 16 players. We implemented the evaluation platform including the prototype game Planet PI4. A novel metric is used to measure the similarity between real and synthetic traces with respect to neighborhood characteristics. In our experiments, we compare real trace files, workload generated by two mobility models and two versions of our AI player. We found that our AI players recreate the real workload characteristics more accurately than the mobility models. I.
On the Performance of Games using Solid State Drives
"... Abstract-Since games typically demand considerable computer resources, game players will often purchase new technologies to improve their game performance. One such technology is the solid state drive (SSD) with the potential to provide significantly better performance than the traditional hard dis ..."
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Abstract-Since games typically demand considerable computer resources, game players will often purchase new technologies to improve their game performance. One such technology is the solid state drive (SSD) with the potential to provide significantly better performance than the traditional hard disk drive (HDD). However, while the benefits of SSDs to drive access speeds can be demonstrated, the benefits to computer game performance is largely unknown. This paper presents a detailed study comparing the performance of SSDs to HDDs for several popular computer games. Initial experiments provide read access speeds on both a desktop PC and a laptop to provide a baseline for SSD and HDD comparison. Then, detailed experiments are run for three computer games, Civilization IV, Portal 2, and Torchlight, covering a range of disk activity types. Analysis of the results shows SSDs compared with HDDs provide a 25% improvement to game boot times and game start times, but no significant improvement to game save times.
Assessing the Impact of Loss and Latency on the Perceived Quality of a Modern First Person Shooter Game
"... Introduction Resource allocation is the process by which network elements try to meet the competing demands that applications have for network resources. While broadband cable networks have steadily increased the size of the 'pipe' available to subscribers, end user demand for bandwidth i ..."
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Introduction Resource allocation is the process by which network elements try to meet the competing demands that applications have for network resources. While broadband cable networks have steadily increased the size of the 'pipe' available to subscribers, end user demand for bandwidth is insatiable. Therefore, network congestion is a fact of life. The response by each application to congestion differs widely. File transfer applications such as FTP or P2P file sharing are typically the most flexible in performance requirements. Applications that involve real-time end user interaction, such as web browsing, online shopping, or online games are less flexible as they generally require low latency. Emerging web-based video streaming are generally flexible; however, once performance thresholds are surpassed, perceived quality drops off quickly. Finally, over-the-top voice and high quality video broadcasts are the most sensitive to fluctuation in bandwidth, latency and loss. Our research focuses on network gaming applications. In particular, we study real-time online games. The academic community has studied the impact of latency and loss on real-time games such as shooter or action games [BC04, QM03, SG03]. The wide range of previous results confirms that mapping network performance metrics such as latency and loss to an assessment of perceived quality is extremely difficult. The challenge is in part caused by the fact that each game responds to latency and loss is unique ways. Further, for a given game, specific modes of operations and even game play scenarios (which change quite frequently) will react differently to latency and loss. Perhaps the most problematic aspect of assessing user's quality of experience is due to the fact that a subjective assessment is a measure of how the gaming experience fails to meet a user's expectation. Accurately quantifying expectations is very difficult as a gamer's expectation depends on past history and personnel factors. Works such as [BC04,SG03,QM04,WVW10] all seek to understand the impact that loss and latency have on real-time online games. The usual approach is to emulate loss and latency in a controlled testbed environment. In [BC04] the authors found that game play was viewed as less enjoyable at latencies over 100 ms. In [QM04] players thought they detected impairment once delays exceeded 60 ms. More recent work has tried to find commonality of results over classes of games [CC06,CC10]. Our research is motivated by the observation that much of the prior work described in the literature has focused on objective studies. While subjective studies have been considered, there have been limited results. This is primarily because a widely accepted utility function that maps objective metric results to a perceived quality assessment has not been established. We focus on the widely played FPS game, Call of Duty Modern Warfare II. We engage the student population at Clemson University to participate in a large scale experimental study designed to explore the impacts of network impairments on the perceived quality. We collect information from the participants including their self-assessed gaming expertise, scores achieved during the testing session, and assessment of perceived quality. While the research described in this paper is primarily exploratory in nature, we did focus our efforts by considering the following hypothesis: Draft: document last updated: December 11, 2011 3 the perceived quality correlates to a gamer's skill level. If this were true, we would expect to see different thresholds of tolerance of network impairment based on the level of experience and skill. We expect that the methodology developed in this study will pave the way for the following intriguing questions to be considered in future work: Is it possible to calibrate a gamer's expectations through a calibration phase, and therefore possibly enhance the perceived quality of the gaming experience? Is a gamer's assessment of perceived quality influenced more by inconsistent service levels rather than consistent (but lower) levels of service? Are there human or social behavior factors that can be taken advantage of through game design and interface techniques or through network services that could reliably compensate for network impairment? This paper is organized as follows. The next section surveys the literature and summarizes relevant related work. This is followed by a description of our experimental methodology. The next section documents our results and analysis. Finally, we provide conclusions including a discussion of the limitations of our study and possible next steps.
Generation of synthetic workloads . . .
, 2012
"... We present an approach to the generation of realistic synthetic workloads for use in benchmarking of (massively) multiplayer online gaming infrastructures. Existing techniques are either too simple to be realistic or are too specific to a particular network structure to be used for comparing differ ..."
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We present an approach to the generation of realistic synthetic workloads for use in benchmarking of (massively) multiplayer online gaming infrastructures. Existing techniques are either too simple to be realistic or are too specific to a particular network structure to be used for comparing different networks with each other. Desirable properties of a workload are reproducibility, realism and scalability to any number of players. We achieve this by simulating a gaming session with AI players that are based on behavior trees. The requirements for the AI as well as its parameters are derived from a real gaming session with 16 players. We implemented the evaluation platform including the prototype game Planet PI4. A novel metric is used to measure the similarity between real and synthetic traces with respect to neighborhood characteristics. In our experiments, we compare real trace files, workload generated by two mobility models and two versions of our AI player. We found that our AI players recreate the real workload characteristics more accurately than the mobility models.
Data-Driven Methods for Interactive Simulation of Complex Phenomena
, 2014
"... duction, crowdsourcing, player models Creating realistic virtual worlds requires fast, detailed physical simulations. Traditional simulation techniques based on discretization in time and space must trade speed for de-tail. Frequently, this tradeoff results in either coarse, unrealistic simulation, ..."
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duction, crowdsourcing, player models Creating realistic virtual worlds requires fast, detailed physical simulations. Traditional simulation techniques based on discretization in time and space must trade speed for de-tail. Frequently, this tradeoff results in either coarse, unrealistic simulation, or slower-than-realtime response. Data-driven simulation techniques avoid this tradeoff by operating on compact representations of simulation state, which can be updated quickly due to their small size. These representations are learned from training simulations that resemble the runtime output we want the simulation to produce. In this thesis, we greatly expand the scope of data-driven simulation in practical applications by answering three important questions. First, how can we reconfigure simulation domains at runtime? While simple forms of data-driven sim-ulation operate in a monolithic fashion, we show how one important data-driven simulation technique can be extended to create modular simulation tiles that can be rearranged at run-time. Second, how can we simulate a wide variety of phenomena? One popular data-driven simulation method, Galerkin projection, only works for simulations with polynomial dynam-
A Hybrid Edge-Cloud Architecture for Reducing On-Demand Gaming Latency
"... The cloud was originally designed to provide general purpose computing using commodity hardware and its focus was on increasing resource consolidation as a means to lower cost. Hence, it was not particularly adapted to the requirements of multimedia applications that are highly latency sensitive and ..."
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The cloud was originally designed to provide general purpose computing using commodity hardware and its focus was on increasing resource consolidation as a means to lower cost. Hence, it was not particularly adapted to the requirements of multimedia applications that are highly latency sensitive and require specialized hardware, such as graphical processing units. Existing cloud infrastructure is dimensioned to serve general purpose work-loads and to meet end-user requirements by providing high throughput. In this paper, we investigate the effectiveness of using this general-purpose infrastructure for serving latency-sensitive multimedia applications. In particular, we examine on-demand gaming, also known as cloud gaming, which has the poten-tial to change the video game industry. We demonstrate through a large-scale measurement study that the existing cloud infrastructure is unable to meet the strict latency requirements that is necessary for acceptable on-demand game play. Furthermore, we investigate the effectiveness of incorporating edge servers, which are servers located near end-users (e.g. CDN servers), to improve