评估云游戏会话中异常检测的无监督机器学习解决方案

Joël Roman Ky, B. Mathieu, Abdelkader Lahmadi, R. Boutaba
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引用次数: 1

摘要

云游戏应用程序在互联网上获得了广泛的采用,特别是受益于宽带接入网络的广泛可用性。然而,当使用蜂窝网络访问时,由于常见的无线信道退化,它们仍然无法满足用户的质量要求。可以利用机器学习(ML)技术在用户的云游戏会话期间检测此类异常情况。在这方面,无监督机器学习方法特别有趣,因为它们不需要标记数据集。在这项工作中,我们研究了这些方法来了解它们的性能和鲁棒性。我们的数据集包括在公共Google Stadia Cloud Gaming服务器上玩的游戏会话。使用复制在商业4G网络上采样的容量变化的4G网络模拟来玩游戏会话。我们比较了从传统方法到深度学习的不同模型,并评估了它们的默认性能,同时改变了训练数据集中的污染水平。我们的实验表明,Auto-Encoders模型在没有污染的情况下获得了最好的性能,而OC-SVM和隔离森林对数据污染的鲁棒性最强。
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Assessing Unsupervised Machine Learning solutions for Anomaly Detection in Cloud Gaming Sessions
Cloud gaming applications have gained great adoption on the Internet particularly benefiting from the wide availability of broadband access networks. However, they still fail to meet users’ quality requirements when accessed using cellular networks due to common wireless channel degradations. Machine Learning (ML) techniques can be leveraged to detect such anomalies during users’ cloud gaming sessions. In this respect, unsupervised ML approaches are particularly interesting since they do not require labeled datasets. In this work, we investigate these approaches to understand their performance and their robustness. Our dataset consists of game sessions played on the public Google Stadia Cloud Gaming servers. The game sessions are played using a 4G network emulation replicating the capacity variations sampled on a commercial 4G network. We compare different models ranging from traditional approaches to deep learning and we evaluate their default performance while varying the level of contamination in their training datasets. Our experiments show that Auto-Encoders models achieve the best performance without contamination while the OC-SVM and the Isolation Forest are the most robust to data contamination.
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