Network performance measurement framework for real-time multiplayer mobile games

Chad Hansen, N. Jurgens, D. Makaroff, David Callele, Philip Dueck
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引用次数: 4

Abstract

Player satisfaction with real-time multiplayer mobile games is correlated with performance of the communications network. The network is the most dynamic component of such games; congestion and channel loss figure prominently in achieving bounds required for real-time response. If messages cannot be delivered on-time, game developers must use predictive techniques to maintain the game experience. Additional complexity in game play requiring more bandwidth and/or processing could be possible under favourable network conditions. In this paper, we provide a light weight, embedded measurement framework that obtains frame rate, one-way latency, and frame duration within a game session. The captured data can be used by game designers to tune game complexity and to manage predictive algorithm parameters. Game designers use these predictive algorithms to maintain an approximation of what occurs in real-time, despite delays from network transmission. Our initial test results show that we are able to obtain the necessary information efficiently and note that the game deployed in our case study experiences occasional large delays.
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实时多人移动游戏的网络性能测量框架
玩家对即时多人手机游戏的满意度与通信网络的性能相关。网络是这类游戏中最具活力的组成部分;在实现实时响应所需的边界时,拥塞和信道丢失是显著的。如果信息不能及时传递,游戏开发者就必须使用预测技术来维持游戏体验。在有利的网络条件下,需要更多带宽和/或处理的游戏玩法的额外复杂性是可能的。在本文中,我们提供了一个轻量级的嵌入式测量框架,可以在游戏会话中获得帧速率、单向延迟和帧持续时间。游戏设计师可以使用捕获的数据来调整游戏复杂性和管理预测算法参数。游戏设计师使用这些预测算法来维持实时情况的近似值,尽管网络传输存在延迟。我们最初的测试结果表明,我们能够有效地获得必要的信息,并注意到在我们的案例研究中部署的游戏偶尔会经历较大的延迟。
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