Future Online Gaming Gold Team Pete Perlegos Matthew Caesar Jim Chou Sridhar Machiraju Per Johannson.

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Presentation transcript:

Future Online Gaming Gold Team Pete Perlegos Matthew Caesar Jim Chou Sridhar Machiraju Per Johannson

2 What is the Motivation: Problem Quake UUUU Doom UUUU Every path needs to be optimized. Every game provider needs to provide their own server.

3 What is the Motivation: Solution Do not need to set up your own game servers, just go to an expert in this area Some of these servers would have a good connection to you Connect to a game and get the best server to you Quake Doom U U U U Quake Doom U U U U Quake Doom Quake Doom Overla y

4 Network/Business Architecture Network Service Operators Billing Authentication (single) User profile/status - position, devices - service selection QoS Policy Traffic Metering Performance Monitoring Multi-access Transcoding Content Adaptation Home (DSL)_n Home (DSL) 2 Cellular_n WLAN_n Home (DSL) 1 Cellular_2 Cellular: QoS Mobility... WLAN_2 WLAN_1 Network Access Providers Application/Content Providers Transit (IP) QoS Performance Monitoring Streaming media Gaming Messaging Multi-device call … API Peering or Brokering? Resource Overlay Network Network Monitoring Authentication Billing …

5 Overlay Abstraction Goal: provide a scalable, extensible, and accurate interface to network management. How: Scalability: Aggregate capability advertisements; multicast invocations and content Extensibility: XML-based query-response Accurate: Can trade off between accuracy and overhead based on application semantics

6 Overlay Abstraction NMS Overlay ON Centralized administration and management Distributed resource allocation and provisioning Fault monitoring and analysis Performance analysis/trending Svc. provisioning and restoration Traffic and alarm data Topology data Capability advertisements Capacity planning Performance trending and forecasting Accounting and billing

7 Gaming Provider – The Functional Indirection Point The gaming provider runs her code on various nodes on the resource overlay. The gaming provider, in essence, enables the control path and hence, the application. The gaming provider is responsible for: Maintaining a well-known portal for users to “join”. Having bilateral agreements with the resource providers, profile managers, measurement infrastructure etc. Load balancing based on user importance, profit margins, etc. Making the decision to spawn new resource nodes. Maintaining “QoS” of users based upon various factors.

8 Schematic of the Architecture State-of-art Virtual Reality Gaming Zone in Gamesville Profile Manager Gaming Provider Users E2E Measurements Policy Manager Billing Manager QoS Logic A distributed environment API like CORBA, COM should be appropriate for the application. There might be local clustering algorithms amongst the nodes in the resource overlay. The resource overlay may consist of a code distribution overlay that migrates code to each node in the other component, the processing overlay.

9 Interconnecting Heterogeneous Networks Gaming environment is abstracted away through a gaming API. Network specifics are also abstracted away. Example: Sensor network Data gathering node must conform to API and records/transmits gaming state accordingly. Data Gathering Node Gaming Provider