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2010 9th Annual Workshop on Network and Systems Support for Games最新文献

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Energy-efficient gaming on mobile devices using dead reckoning-based power management 在移动设备上使用基于待机时间计算的电源管理的节能游戏
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5679572
R. C. Harvey, Ahmed Hamza, Cong Ly, M. Hefeeda
We address the issue of how to reduce energy consumption of the wireless interface during multiplayer gaming sessions on mobile devices. Reducing energy consumed by the wireless interface is achieved by putting it in a low-energy state when it is not used. We leverage the dead reckoning technique used in existing games. In dead reckoning, future locations of objects in a game are estimated based on their current locations and velocities. The difference between the extrapolated and true locations is known as the dead reckoning error. We propose an algorithm that employs the dead reckoning error rate to dynamically control the state of the wireless interface. We implement our algorithm into a dead reckoning simulator that is based on a real open-source game. Our experimental results show that the proposed algorithm can achieve up to 36% energy savings for mobile devices. Our proposed algorithm is practical because it does not require much additional code and it allows easy integration with existing games.
我们解决了如何在移动设备上的多人游戏会话期间减少无线接口的能量消耗的问题。减少无线接口消耗的能量是通过在不使用时将其置于低能量状态来实现的。我们利用了现有游戏中使用的航位推算技术。在航位推算中,游戏中物体的未来位置是基于它们当前的位置和速度来估计的。外推的位置和真实位置之间的差异被称为航位推算误差。提出了一种利用航位推算错误率动态控制无线接口状态的算法。我们将算法执行到一个基于真正开源游戏的航位推算模拟器中。实验结果表明,该算法可在移动设备上实现高达36%的节能。我们提出的算法是实用的,因为它不需要太多额外的代码,并且它允许与现有游戏轻松集成。
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引用次数: 11
Unsynchronized multiplayer networked games: Feasibility with time rewind 非同步多人网络游戏:时间倒带的可行性
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5679654
Hesam Rahimi, S. Ratti, Ali Asghar Nazari Shirehjini, S. Shirmohammadi
This paper presents the findings of latency testing on a game with time rewind player abilities, built on a proposed engine with the concept of unsynchronized networked game instances.
本文介绍了一款带有时间倒带玩家能力的游戏的延迟测试结果,该测试基于带有非同步网络游戏实例概念的引擎。
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引用次数: 2
CAMEO: Enabling social networks for Massively Multiplayer Online Games through Continuous Analytics and cloud computing CAMEO:通过持续分析和云计算为大型多人在线游戏提供社交网络
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5679650
A. Iosup, Adrian Lascateu, N. Tapus
Millions of people play Massively Multiplayer Online Games (MMOGs) and participate in the social networks built around MMOGs daily. These players turn into a collaborative community to exchange game news, advice, and expertise, but in return expect support such as player reports and clan statistics. Thus, the MMOG social networks need to collect and analyze MMOG data, in a process of continuous MMOG analytics. With the appearance of cloud computing, it has become attractive to use on-demand resources to run automated MMOG data analytics tools. In this work we present CAMEO, an architecture for Continuous Analytics for Massively multiplayEr Online games on cloud resources. Our architecture provides various mechanisms for MMOG data collection and continuous analytics of a pre-determined accuracy in real settings. We implement and deploy CAMEO to perform continuous analytics on data from RuneScape, a popular MMOG. Using resources from various real clouds, including the commercial cloud of Amazon, CAMEO can analyze the characteristics of a community of over 3,000,000 active players, and follow the progress of 500,000 of these players for over a week. Thus, we show evidence that CAMEO can support the social networks built around MMOGs.
每天都有数百万人玩大型多人在线游戏(mmog),并参与围绕mmog构建的社交网络。这些玩家组成了一个协作社区,交换游戏新闻、建议和专业知识,但作为回报,他们期望得到玩家报告和部落统计等支持。因此,MMOG社交网络需要收集和分析MMOG数据,在不断分析MMOG的过程中。随着云计算的出现,使用按需资源来运行自动化MMOG数据分析工具变得越来越有吸引力。在这项工作中,我们提出了CAMEO,这是一种基于云资源的大型多人在线游戏的持续分析架构。我们的架构为MMOG数据收集和在实际设置中预先确定的精度的连续分析提供了各种机制。我们执行并部署CAMEO,对来自热门MMOG《RuneScape》的数据进行持续分析。利用包括亚马逊商业云在内的各种真实云资源,CAMEO可以分析超过300万活跃玩家的社区特征,并跟踪其中50万玩家一周以上的进度。因此,我们证明了CAMEO能够支持围绕mmog构建的社交网络。
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引用次数: 21
Cheat detection processing: A GPU versus CPU comparison 欺骗检测处理:GPU与CPU的比较
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5679527
H. Stensland, Martin Øinas Myrseth, C. Griwodz, P. Halvorsen
In modern online multi-player games, game providers are struggling to keep up with the many different types of cheating. Cheat detection is a task that requires a lot of computational resources. Advances made within the field of heterogeneous computing architectures, such as graphics processing units (GPUs), have given developers easier access to considerably more computational resources, enabling a new approach to solving this issue. In this paper, we have developed a small game simulator that includes a customizable physics engine and a cheat detection mechanism that checks the physical model used by the game. To make sure that the mechanisms are fair to all players, they are executed on the server side of the game system. We investigate the advantages of implementing physics cheat detection mechanisms on a GPU using the Nvidia CUDA framework, and we compare the GPU implementation of the cheat detection mechanism with a CPU implementation. The results obtained from the simulations show that offloading the cheat detection mechanisms to the GPU reduces the time spent on cheat detection, enabling the servers to support a larger number of clients.
在现代在线多人游戏中,游戏提供商正在努力跟上各种不同类型的作弊行为。欺骗检测是一项需要大量计算资源的任务。异构计算体系结构领域(如图形处理单元(gpu))的进步使开发人员能够更容易地访问相当多的计算资源,从而实现了解决此问题的新方法。在本文中,我们开发了一个小型游戏模拟器,其中包括一个可定制的物理引擎和一个作弊检测机制,用于检查游戏使用的物理模型。为了确保这些机制对所有玩家都是公平的,它们是在游戏系统的服务器端执行的。我们研究了使用Nvidia CUDA框架在GPU上实现物理欺骗检测机制的优势,并将GPU实现的欺骗检测机制与CPU实现进行了比较。仿真结果表明,将欺骗检测机制卸载到GPU上可以减少欺骗检测所花费的时间,使服务器能够支持更多的客户端。
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引用次数: 3
The near-term feasibility of P2P MMOG's P2P MMOG的近期可行性
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5679578
John L. Miller, J. Crowcroft
Broadly deployed distributed virtual environments (DVE's) are based upon client-server architectures. Significant research over the last decade proposes a variety of distributed topologies for message propagation to enhance scalability and performance. We ran simulations using traces from World of Warcraft (WoW) and typical broadband speeds, and found that DVE's such as WoW could not employ P2P message propagation schemes. We found pure P2P pub-sub solutions would occasionally saturate residential broadband connections, and would result in average latency more than lOx greater than client-server solutions. To our surprise, we discovered message aggregation before transmission can not only reduce bandwidth requirements, but also reduce latency in both client-server and P2P message propagation schemes.
广泛部署的分布式虚拟环境(DVE)基于客户机-服务器体系结构。过去十年的重要研究提出了各种用于消息传播的分布式拓扑,以增强可伸缩性和性能。我们利用魔兽世界(World of Warcraft, WoW)的轨迹和典型的宽带速度进行了模拟,发现像魔兽世界这样的DVE不能采用P2P消息传播方案。我们发现,纯粹的P2P发布-订阅解决方案偶尔会使住宅宽带连接饱和,并且会导致平均延迟比客户机-服务器解决方案高出10%以上。令我们惊讶的是,我们发现在传输之前进行消息聚合不仅可以减少带宽需求,还可以减少客户机-服务器和P2P消息传播方案中的延迟。
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引用次数: 48
QoE assessment in networked air hockey game with haptic media 基于触觉媒介的网络空气曲棍球比赛QoE评价
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5680284
Y. Kusunose, Y. Ishibashi, Norishige Fukushima, S. Sugawara
This paper assesses QoE (Quality of Experience) of output quality and interactivity in a networked air hockey game with haptic media. For consistency and causality, we employ the adaptive Δ-causality control scheme with adaptive dead-reckoning. We clarify the influence of network delay on QoE.
本文评估了一个使用触觉媒体的网络空气曲棍球比赛的输出质量和交互性的体验质量。对于一致性和因果性,我们采用自适应Δ-causality控制方案和自适应航位推算。阐明了网络延迟对QoE的影响。
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引用次数: 15
Improving online game performance over IEEE 802.11n networks 改进IEEE 802.11n网络上的在线游戏性能
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5679542
Hsiang-Ho Lin, Chih-Yu Wang, Hung-Yu Wei
Multi-player online gaming is one of the most popular applications on the Internet nowadays. Due to the mobility requirements and the growing popularity of WiFi services, a significant number of users access the Internet through IEEE 802.11 Wireless LAN. Hence, the performance of highly interactive real-time online game under wireless environment is receiving attentions from researchers. In this paper, we investigate the efficiency of IEEE 802.11n MAC layer mechanisms in improving QoS (quality of service) of real-time FPS (first-person-shooter) online games. By analyzing the results of conducted simulations under heavy background traffic, we show how network level performance and MOS (mean opinion score) are improved under different combinations of these mechanisms. Our analysis shows that TXOP (Transmission Opportunity) mechanism is the key to improve the networking fairness of real-time online games, and with reverse direction mechanism, MOS can be further enhanced.
多人在线游戏是当今互联网上最流行的应用之一。由于移动性需求和WiFi服务的日益普及,大量用户通过IEEE 802.11无线局域网访问互联网。因此,高交互性实时网络游戏在无线环境下的性能一直受到研究者的关注。在本文中,我们研究了IEEE 802.11n MAC层机制在提高实时FPS(第一人称射击)在线游戏QoS(服务质量)方面的效率。通过分析在大背景流量下进行的模拟结果,我们展示了这些机制的不同组合如何提高网络级性能和MOS(平均意见得分)。我们的分析表明TXOP (Transmission Opportunity)机制是提高实时网络游戏网络公平性的关键,通过反向机制可以进一步增强MOS。
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引用次数: 5
QoE assessment of interactivity and fairness in First Person Shooting with group synchronization control 基于群体同步控制的第一人称射击游戏交互性和公平性QoE评估
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5680283
Yoshiaki Ida, Y. Ishibashi, Norishige Fukushima, S. Sugawara
In networked real-time games such as First Person Shooting (FPS) through a network which does not guarantee the Quality of Service (QoS), the consistency and fairness among players may be disturbed owing to network delay and jitter. To keep the consistency and fairness high, this paper carries out group synchronization control, which adjusts the output timing among multiple terminals. However, the interactivity slightly deteriorates under the control. By the Quality of Experience (QoE) assessment for FPS, this paper investigates the influences of network delay and a parameter of the group synchronization control on the interactivity and fairness.
在第一人称射击(FPS)等网络实时游戏中,由于网络的延迟和抖动,无法保证服务质量(QoS),玩家之间的一致性和公平性可能会受到干扰。为了保持高的一致性和公平性,本文进行了群同步控制,调整多个终端之间的输出时序。然而,在控制下,交互性略有恶化。通过对FPS的体验质量(QoE)评估,研究了网络延迟和组同步控制参数对交互和公平性的影响。
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引用次数: 13
ARIVU: Power-aware middleware for multiplayer mobile games ARIVU:多人手机游戏的能量感知中间件
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5679571
Bhojan Anand, Karthik Thirugnanam, L. T. Le, Due-Dung Pham, A. Ananda, R. Balan, M. Chan
With the improved processing power, graphic quality and high-speed wireless connection in recent generations of mobile phone, it looks more attractive than ever to introduce networked games on these devices. While device features and application resource requirements are rapidly growing, the battery technologies are not growing at the same pace. Networked Mobile games are a class of application, which consume higher levels of energy, as they are naturally more computationally intensive and use hardware components including audio, display and network to their fullest capacities. Therefore, the main concern is the limitation of the battery power of such portable devices to support the potentially long-hour of game play. In this paper we present ARIVU, a power aware middleware that dynamically controls the energy consumption of wireless interface based on the game and system state while maintaining the user experience. ARIVU provides the relevant API for game developers to easily integrate the middleware. We measure power consumption of game play over different wireless interfaces including 3.5G (HSPA), 802.11g and ZigBee. The middleware is able to save up to 40% of the total energy consumed by the wireless interfaces (802.11g and ZigBee). In addition, we show the efficiency of ZigBee interface as potential low power interface for networked game applications.
随着最近几代手机的处理能力、图像质量和高速无线连接的提高,在这些设备上引入网络游戏似乎比以往任何时候都更具吸引力。虽然设备功能和应用资源需求正在快速增长,但电池技术却没有跟上发展的步伐。网络手机游戏是一种消耗更多能量的应用,因为它们需要更多的计算,并且需要使用包括音频,显示和网络在内的硬件组件。因此,人们主要担心的是这种便携式设备的电池电量限制,无法支持长时间的游戏体验。本文提出了一种基于游戏和系统状态动态控制无线接口能耗的电源感知中间件ARIVU。ARIVU为游戏开发者提供了相关的API,可以方便地集成中间件。我们测量了不同无线接口下的游戏功耗,包括3.5G (HSPA)、802.11g和ZigBee。该中间件能够节省无线接口(802.11g和ZigBee)消耗的总能量的40%。此外,我们还展示了ZigBee接口作为网络游戏应用的潜在低功耗接口的效率。
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引用次数: 14
Scaling online games with adaptive interest management in the cloud 在云中使用自适应兴趣管理扩展在线游戏
Pub Date : 2010-11-16 DOI: 10.1109/NETGAMES.2010.5680282
Mahdi Tayarani Najaran, C. Krasic
Traditional client-server online games do not scale well in terms of the number of players they can support. Most of this is due to the quadratic growth of bandwidth requirements as the number of players increases, and the limitations on processing power of any single machine. Considering the excitement a firstperson shooter (FPS) game can provide by bringing an epic scale online battle to real life, we present a scalable cloud-based architecture able to host hundreds of players in an online FPS game. We host the game in a cloud, rather than on a single machine, and reduce aggregate bandwidth requirements of the game by using a scalable publish-subscribe subsystem. Each player expresses its preferences about other players using an interest set, and receives updates accordingly. Our evaluations, both in a testbed and cloud environment, show our architecture can scale to hundreds of players, an order of magnitude more players than state-of-the-art FPS game servers can currently support.
传统的客户机-服务器在线游戏在支持的玩家数量方面不能很好地扩展。这主要是由于带宽需求随着玩家数量的增加而二次增长,以及任何一台机器的处理能力的限制。考虑到第一人称射击游戏(FPS)通过将史诗级的在线战斗带入现实生活所带来的兴奋感,我们提出了一种可扩展的基于云的架构,能够在在线FPS游戏中容纳数百名玩家。我们将游戏托管在云中,而不是单个机器上,并通过使用可扩展的发布-订阅子系统减少游戏的总带宽需求。每个玩家使用一个兴趣集合来表达自己对其他玩家的偏好,并接收相应的更新。我们在测试平台和云环境中的评估表明,我们的架构可以扩展到数百名玩家,比目前最先进的FPS游戏服务器所能支持的玩家多出一个数量级。
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引用次数: 32
期刊
2010 9th Annual Workshop on Network and Systems Support for Games
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