Doc.: IEEE C802.20-05/06 Submission January, 2005 Jim Tomcik,Slide 1 ProjectIEEE 802.20 Working Group on Mobile Broadband Wireless Access

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doc.: IEEE C /06 Submission January, 2005 Jim Tomcik,Slide 1 ProjectIEEE Working Group on Mobile Broadband Wireless Access TitleUpdate on Gaming Models for Evaluation Criteria Date Submitted Source(s) Jim Tomcik Qualcomm, Incorporated 5775 Morehouse Drive San Diego, CA, Voice: Fax: Re: MBWA Call for Contributions Abstract C /86 was presented at the November 2004 meeting of and at a subsequent conference call on January 11, This contribution summarizes a few issues that were raised and offers additional material on traffic models for networked games. Purpose To provide a basis for developing models, and evaluation criteria for gaming-driven traffic in Notice This document has been prepared to assist the IEEE Working Group. It is offered as a basis for discussion and is not binding on the contributing individual(s) or organization(s). The material in this document is subject to change in form and content after further study. The contributor(s) reserve(s) the right to add, amend or withdraw material contained herein. Release The contributor grants a free, irrevocable license to the IEEE to incorporate material contained in this contribution, and any modifications thereof, in the creation of an IEEE Standards publication; to copyright in the IEEE’s name any IEEE Standards publication even though it may include portions of this contribution; and at the IEEE’s sole discretion to permit others to reproduce in whole or in part the resulting IEEE Standards publication. The contributor also acknowledges and accepts that this contribution may be made public by IEEE Patent Policy The contributor is familiar with IEEE patent policy, as outlined in Section 6.3 of the IEEE-SA Standards Board Operations Manual and in Understanding Patent Issues During IEEE Standards Development.Section 6.3 of the IEEE-SA Standards Board Operations Manualhttp://standards.ieee.org/guides/opman/sect6.html#6.3http://standards.ieee.org/board/pat/guide.html

doc.: IEEE C /06 Submission January, 2005 Jim Tomcik,Slide 2 Gaming Models Update Jim Tomcik

doc.: IEEE C /06 Submission January, 2005 Jim Tomcik,Slide 3 Classes of Networked Games First Person Shooting (FPS) Games –Players “inhabit” the characters –Games Take Place inside a “maze” of rooms –Fights/matches between characters determine who survives –Most have a timed-out “resurrection” for characters who have lost a match –Examples: Quake, Quake 2, “Counter Strike” Third Person Shooting (TPS) Games –Players control characters from a “distance” –Typical of many early video games (Super Mario Brothers, e.g.) –Fights/Matches tend to be between either characters or between a character and a system-supplied “villian” –Game Ends for Characters who lose Strategy Games –Players may control teams of characters such as “armies” –Real Time fights/matches are not as important as overall strategy –Games can take hours or days

doc.: IEEE C /06 Submission January, 2005 Jim Tomcik,Slide 4 FPS Game Requirements FPS Games –Very Interactive – requires minimal delay ‘LAG” Players’ success depends on minimal delays –Network –Graphics Rendering Somewhat Packet Loss Sensitive –How Interactive?? Ping time Excellent game play results Ping time Good game play results Ping time > 100 ms -> Playability degrades noticeably Ping time >150 ms -> Often reported as intolerable, but –Many players claim to have no trouble with ping times around 200 ms (?) (See Henderson, “Latency and User Behavior on a mjultiplayer games server”)

doc.: IEEE C /06 Submission January, 2005 Jim Tomcik,Slide Gaming Model Options (from November) Evaluation should include both UL and DL traffic models for wireless gaming –Should they somehow be “linked”?? Option 1: Modify the 3GPP2 Model, to include downlink characteristics as in Farber[2002] Option 2: Adopt or modify the 3GPP Model Option 3: Combine the best of the two models Option 4: Develop an model based on more recent literature

doc.: IEEE C /06 Submission January, 2005 Jim Tomcik,Slide 6 Assignments Reference [1] in 3GPP Model document: –“Source Models of Network Game Traffic", M. S. Borella, Proceedings, Networld+Interop '99 Engineer's Conference, May Gaming Model History: this was not tracked by Qualcomm in 3GPP. No further information about why the quantities were modified.

doc.: IEEE C /06 Submission January, 2005 Jim Tomcik,Slide 7 Additional Materials! ACM sponsors a yearly workshop on networked games (Netgames) Downloaded Papers from the following: –Netgames ’02 – Braunschweig, Germany –Netgames ’03 - Redwood City, CA –Netgames ’04 – Portland, OR Available through ACM or your local Technical Library

doc.: IEEE C /06 Submission January, 2005 Jim Tomcik,Slide 8 Literature Search Results Assessing User Experience: This is the Bulk of Materials Borella, as well as Farber are quoted extensively, and have not been corrected or contradicted in any resulst. Objective and Subjective Evaluation of the Influence of Small Amounts of Delay and Jitter on a Recent FPS Game ( “Unreal Tournament ’03”) – from Netgames –Methodology: Emulate Delay with A Programmable Router –Delay Impairment Negatively Affects Players’ Scores –One Player’s Impairment Does Not Affect Other Players –Players’ Perceptions of the Game are Tied to Delay Performance G. Armitage – discusses similar considerations –Issues in Emulating Jitter via FreeBSD Sheldon, et al. “The Effect of Latency on User Performance in Warcraft III” –This is for a “Real Time Strategy” game, so not as relevant.

doc.: IEEE C /06 Submission January, 2005 Jim Tomcik,Slide 9 Summary Conclusions The Study of Networked Games is becoming more established in the literature. –NetGames – yearly workshop Many of the results assess User Experience and Implementation Issues Borella, and Farber are widely quoted, underlining their continuing relevancy today may do best to modify the 3GPP2 traffic model to include both Forward and Reverse Link traffic, in accordance with Farber. ACM SigCOMM 2005 – August, 2005, Philadelphia