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2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)最新文献

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Does online mobile gaming overcharge you for the fun? 在线手机游戏是否让你过度享受乐趣?
Pub Date : 2013-12-09 DOI: 10.1109/NETGAMES.2013.6820607
De-Yu Chen, Po-Ching Lin, Kuan-Ta Chen
With the growing popularity of online mobile games, the network traffic generated by them accounts for an increasingly significant proportion of mobile Internet traffic; however, the game's traffic characteristics have not been well studied. To understand more about such traffic, we analyze the network traffic of 9 online mobile games from 3 genres, namely, first-person shooting games, role-playing games, and racing games. Our results show that small payloads, high packet rates, and an excessive number of pure TCP ACK packets incur high traffic overheads. The payloads may have redundant content, which can be properly compressed. Given the increasing number of pay-by-volume and throttling 3G/4G data plans, gamers may not realize they are being overcharged due to such overheads. We find that the game traffic can be largely compressed even with small window sizes, which indicate that the packet payload tend to be redundant and may be reduced without compromising users' gaming experience.
随着网络手机游戏的日益普及,其产生的网络流量在移动互联网流量中所占的比重越来越大;然而,这款游戏的流量特征并没有得到很好的研究。为了更深入地了解这种流量,我们分析了第一人称射击游戏、角色扮演游戏和赛车游戏这3种类型的9款在线手游的网络流量。我们的结果表明,小的有效负载、高的数据包速率和过多的纯TCP ACK数据包会导致高的流量开销。有效载荷可能有冗余内容,可以适当压缩。考虑到越来越多的按量付费和限制3G/4G数据计划,玩家可能没有意识到他们由于这些开销而被过度收费。我们发现游戏流量可以在很小的窗口大小下被压缩,这表明数据包有效载荷往往是冗余的,可以在不影响用户游戏体验的情况下减少。
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引用次数: 1
Lamoth: A message dissemination middleware for MMOGs in the cloud Lamoth:用于云中的mmog的消息传播中间件
Pub Date : 2013-12-09 DOI: 10.1109/NETGAMES.2013.6820604
Julien Gascon-Samson, Bettina Kemme, J. Kienzle
Provisionning network resources for Massively Multiplayer Online Games (MMOGs) poses interesting challenges due to the fact that the load can greatly vary depending on the time or other in-game factors. In this paper, we propose Lamoth, a cloud middleware for MMOGs that provides an interface for in-game message dissemination. Lamoth handles the exchange of game messages between nodes by making use of an arbitrary number of off-the-shelve pub/sub servers deployed in the cloud depending on the game scenario. In order to evaluate our platform, we implement Lamoth on top of Mammoth, McGill's research-oriented MMOG, and conduct extensive experiments by triggering situations which would cause networks bottlenecks. Our evaluations show that Lamoth can allow a MMOG to scale to high numbers of players and can properly handle extremely-demanding in-game situations if enough resources are provided.
为大型多人在线游戏(mmog)提供网络资源带来了有趣的挑战,因为负载可能会根据时间或其他游戏内因素而发生很大变化。在本文中,我们提出了Lamoth,一个用于mmog的云中间件,它提供了一个用于游戏内消息传播的接口。Lamoth通过使用部署在云中的任意数量的现成发布/订阅服务器来处理节点之间的游戏信息交换,这取决于游戏场景。为了评估我们的平台,我们在McGill的研究型MMOG Mammoth上实现了Lamoth,并通过触发可能导致网络瓶颈的情况进行了广泛的实验。我们的评估表明,Lamoth可以让MMOG扩展到大量玩家,并且如果提供足够的资源,可以适当地处理极端苛刻的游戏内部情况。
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引用次数: 0
Dude, the source of lags is on your computer 伙计,延时的根源在你的电脑上
Pub Date : 2013-12-09 DOI: 10.1109/NETGAMES.2013.6820608
De-Yu Chen, Hao-Tsung Yang, Kuan-Ta Chen
Lag denotes the event when an application fails to respond user inputs in a timely fashion and is considered one of the most common annoyances that impair online gaming experience. Despite years of effort devoted by game developers and network designers trying to overcome lags, gamers still suffer from this annoying phenomenon. It seems to many gamers that lag is an unavoidable part of online gaming and sometimes they just give up fighting it. In this paper, we tackle the lag problem by investigating the root cause of lags for gamers. We develop a software called Game Experience Monitor (GEM), which monitors the performance of gamers' computers and the quality of network paths during game play, and use the collected traces to correlate players' perceived experience to find out the common cause of lags. Our analysis reveals that, surprisingly, while it is a common belief that the instability of Internet paths is the major cause of lags, the overloading of players' computers in fact plays a more decisive role to lag. It is hoped that this counter-common-belief finding will motivate further research for providing a better infrastructure for gaming and other real-time interactive applications.
延迟是指应用程序无法及时响应用户输入的事件,被认为是影响在线游戏体验的最常见问题之一。尽管游戏开发者和网络设计师多年来一直在努力克服延迟问题,但玩家仍然受到这一恼人现象的困扰。对于许多玩家来说,延迟似乎是网络游戏不可避免的一部分,有时他们会放弃与之抗争。在本文中,我们通过调查玩家延迟的根本原因来解决延迟问题。我们开发了一款名为“游戏体验监视器”(GEM)的软件,它可以监控玩家电脑的性能和游戏过程中网络路径的质量,并使用收集到的痕迹来关联玩家的感知体验,以找出延迟的常见原因。我们的分析显示,令人惊讶的是,虽然人们普遍认为互联网路径的不稳定性是导致延迟的主要原因,但实际上玩家电脑的过载对延迟起着更决定性的作用。希望这一反普遍信念的发现将激发进一步的研究,为游戏和其他实时交互应用提供更好的基础设施。
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引用次数: 8
QoE-aware virtual machine placement for cloud games 云游戏的qos感知虚拟机布局
Pub Date : 2013-12-09 DOI: 10.1109/NETGAMES.2013.6820610
Hua-Jun Hong, De-Yu Chen, Chun-Ying Huang, Kuan-Ta Chen, Cheng-Hsin Hsu
We study an optimization problem to maximize the cloud gaming provider's total profit while achieving just-good-enough Quality-of-Experience (QoE). The optimization problem has exponential running time, and we develop an efficient heuristic algorithm. We also present an alternative formulation and algorithms for closed cloud gaming services, in which the profit is not a concern and overall gaming QoE needs to be maximized. We conduct extensive trace-driven simulations, which show that the proposed heuristic algorithms: (i) achieve close-to-optimal solutions, (ii) always achive 80+% QoE level, and (iii) outperform the state-of-the-art placement heuristic by up to 3.5 times in profits.
我们研究了一个优化问题,以最大化云游戏提供商的总利润,同时达到足够好的体验质量(QoE)。优化问题具有指数级的运行时间,并提出了一种高效的启发式算法。我们还提出了一种封闭云游戏服务的替代公式和算法,其中利润不是问题,整体游戏QoE需要最大化。我们进行了广泛的跟踪驱动模拟,结果表明,所提出的启发式算法:(i)实现接近最优的解决方案,(ii)始终达到80%以上的QoE水平,以及(iii)在利润方面比最先进的布局启发式算法高出3.5倍。
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引用次数: 28
Manycraft: Scaling minecraft to millions Manycraft:将minecraft扩展到数百万
Pub Date : 2013-12-09 DOI: 10.1109/NETGAMES.2013.6820617
R. Diaconu, Joaquín Keller, M. Valero
Minecraft is a popular game with more than 20 million paying users and many more playing the free version. However, in multiplayer mode, only a few thousand users can play together. Our measurements show that, even reducing the landscape, i.e., the map, to a uniform flat land, a server cannot host significantly more users. For a common use case, when players cannot modify the map, we have designed and implemented Manycraft, an architecture to scale the number of users. Minecraft protocol messages are of three kinds: control, entity and map. In our approach, Kiwano, a distributed infrastructure for scaling virtual worlds, takes care of the entity related messages while the others are processed by a Minecraft server assigned to the player.
《我的世界》是一款很受欢迎的游戏,拥有超过2000万付费用户,还有更多的人在玩免费版。然而,在多人模式中,只有几千个用户可以一起玩。我们的测量表明,即使将景观(即地图)减少到统一的平坦区域,服务器也不能承载更多的用户。对于一个常见的用例,当玩家无法修改地图时,我们设计并实现了Manycraft,这是一个扩展用户数量的架构。Minecraft协议消息有三种:控制、实体和地图。在我们的方法中,Kiwano,一个用于扩展虚拟世界的分布式基础设施,负责实体相关的消息,而其他的则由分配给玩家的Minecraft服务器处理。
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引用次数: 7
Loyalty or profit? Early evolutionary dynamics of online game groups 忠诚还是利益?网络游戏群体的早期进化动态
Pub Date : 2013-12-09 DOI: 10.1109/NETGAMES.2013.6820602
Ah Reum Kang, Juyong Park, H. Kim
The life and evolution of a social group - its birth, growth, decline, and possible demise - have long been the focus of social science research. The birth and the early growth patterns of social groups, in particular, have been studied relatively little because of the lack of detailed data that describe the trajectories of groups during their early lives. In this paper, we report the major factors that govern the early dynamics of the evolution of social groups that are found in the complete data about user behaviors and activities for ArcheAge, a large-scale Massively Multiplayer Online Role-Playing Game (MMORPG). We find that in the early stages of a game where uncertainties prevail regarding the stability of a group, prospects for benefit are the more important factor in a group's growth than personal or social loyalty.
一个社会群体的生命和进化——它的诞生、成长、衰落和可能的消亡——一直是社会科学研究的焦点。特别是对社会群体的出生和早期成长模式的研究相对较少,因为缺乏描述群体早期生活轨迹的详细数据。在本文中,我们报告了在《archage》(一款大型多人在线角色扮演游戏)用户行为和活动的完整数据中发现的影响社交群体进化早期动态的主要因素。我们发现,在游戏的早期阶段,不确定性普遍存在于一个群体的稳定性中,利益的前景是一个群体成长中比个人或社会忠诚更重要的因素。
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引用次数: 7
Manycraft: Massively distributed minecraft Manycraft:大规模分发《我的世界》
Pub Date : 2013-12-09 DOI: 10.1109/NETGAMES.2013.6820616
M. Valero, R. Diaconu, Joaquín Keller
Minecraft is a popular game with more than 20 million paying users and many more playing the free version. However, in today's multiplayer mode, only a few thousand users can play together. For a common setting, when players cannot modify the map, we have designed a distributed system to scale the number of users. The Manycraft software runs on users' machines which communicate through Kiwano infrastructure. This paper describes its architecture and implementation. Manycraft node is available for download at http://manycraft.net, so we expect players to participate and join the demonstration at the given time slot.
《我的世界》是一款很受欢迎的游戏,拥有超过2000万付费用户,还有更多的人在玩免费版。然而,在今天的多人模式中,只有几千个用户可以一起玩。对于一个常见的设置,当玩家不能修改地图时,我们设计了一个分布式系统来扩展用户数量。Manycraft软件运行在用户的机器上,这些机器通过Kiwano基础设施进行通信。本文介绍了它的体系结构和实现。Manycraft节点可以在http://manycraft.net上下载,所以我们希望玩家在给定的时间段参与并加入演示。
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引用次数: 2
期刊
2013 12th Annual Workshop on Network and Systems Support for Games (NetGames)
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