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Published byKristopher Harrington Modified over 8 years ago
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Armin Bahramshahry August 2009
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Background Problem Solution Evaluation Summary
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virtual world avatars guns swords Simulate a virtual world, and represent players as avatars with cool guns and swords
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Internet multiple converge Run multiple game instances and desire to converge to the same game state TypeCommunicated DataAllow Discrepancy DeterministicPlayer action Non-deterministic Changes in game object properties
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Traditional Challenges > game traffic ◦ Limited upload capacity & communication delay New Challenges > heterogeneous traffic Internet Player Action Event QueuesMessage Queues Event Feature Latency Sensitive Require Reliability Require Order VoIP File transfer Text chat
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Game Updates Game Network Services Predictive Contract Mechanism (PCM) Area-of-Interest (AOI) Network Quality of Service (e.g., OverQoS)
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Game Update VoIP Traffic File Transfer Network Services Game VoIPFile Optimizations Network Services Services & Information ? Requirements MCCA Game Simplify development Key Idea #1: Divide and Conquer ◦ Efficient use of network resources Key Idea #2: Cooperate with the Game ◦ Support for new game level optimizations ◦ Enable game adaptation to network conditions Services
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KEY #1: Divide and Conquer Differentiated Services Class Definition ◦ Priority ◦ Order & reliability ◦ Loss rate ◦ Latency requirements ◦ Bit-rate throttling GameVoIPFile Optimizations Network Services Differentiated Services ? Requirements MCCA Game
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KEY #2: Cooperate with the Game Network Condition Reports (local) ◦ Observed network conditions: Loss, latency, jitter Group Communication Policy Quality Estimation Distributed Quality Aggregation (global) GameVoIPFile Optimizations Network Services Differentiated Services Message Forwarding Reports Quality Requirements Quality Estimation MCCA Game ? Requirements & Quality
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Perceived QoS is Class Dependent Game ◦ Estimate game update quality ◦ Based on observed loss and delay VoIP ◦ Based on télécommunication standard (E-model) File Transfer ◦ Transfer rate Game Message Quality Latency Max Quality No Quality (α) latency - 100ms for Quake III (β) latency – 200ms for Quake III GameVoIPFile Quality Estimation Optimizations Quality Network Services Differentiated Services Message Forwarding Reports Requirements & Quality MCCA Game
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Optimistic Game ◦ Uses negative acknowledgments (i.e., N-consecutive message losses) ◦ Avoids large updates and wasteful acknowledgments Adaptive Game Update Interval ◦ Dynamically sets the game update interval (based on the estimated observed quality) ◦ Reduces network traffic due to game updates VoIP Optimization ◦ Disables VoIP at low qualities ◦ Avoids useless VoIP traffic GameVoIPFile Quality Estimation Optimizations Quality Network Services Differentiated Services Message Forwarding Reports Requirements & Quality MCCA Game
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VoIPFile Quality Estimation Optimizations Quality Network Services Differentiated Services Message Forwarding Reports Requirements & Quality MCCA Game Real Network Network Emulator Network Simulator
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Game Update Generator ◦ First person shooting game, Quake III (based on the model by Bharambe et al., SIGCOMM’08) ◦ Two-frame delta encoding ◦ 20 game updates per second VoIP Traffic ◦ On/Off Markov process (based on the model by Padungkrit et al.) ◦ 50 VoIP messages per second File Transfer ◦ At uniformly distributed intervals GameVoIPFile Quality Estimation Optimizations Quality Network Simulator Differentiated Services Message Forwarding Reports Requirements & Quality MCCA Game
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Operates at the message level Provides point-to-point communication Does not simulate cross network traffic ◦ Upload capacity << Network core (Bharambe et al.) Network Simulator Validation: ◦ Compare to a packet-level network emulator GameVoIPFile Quality Estimation Optimizations Quality Network Simulator Differentiated Services Message Forwarding Reports Requirements & Quality MCCA Game
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Workload Combinations Game Level Optimizations Class Definitions ◦ Window-size ◦ Redundancy level and redundancy interval ◦ Forwarding policy Workload Definitions Real-Time Changes in: ◦ Number of players ◦ Upload capacity Deployment Environment …
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New game-level optimizations!
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Efficient use of network resources & new game-level optimization!
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Game can adapt!
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Better gaming experience using: ◦ Prioritization ◦ Classification ◦ Targeted QoS ◦ Efficient group communication Distributed quality aggregation enables game adaptation to network conditions Lower quality variability among players
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Demonstrated the benefits of: ◦ Differentiated services ◦ Cooperation with the game Prototyped a generic communication layer for online games (MCCA) ◦ Experimental evaluation of MCCA at the communication layer to improve player’s experience.
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Outcome: ◦ Paper submission to NetGames 2009 ◦ Network Engineer @ United Front Games Other Publications: “vanDisk: An Exploration in Peer-To-Peer Collaborative Back-up Storage”, Amir Javidan, Tony Angerilli, Armin Bahramshahry, Guy Lemieux, Roman Lisagor, Matei Ripeanu, 20th IEEE Canadian Conference on Electrical and Computer Engineering, Vancouver, BC, April 2007. “A High-Performance GridFTP Server at Desktop Cost”, Samer Al-Kiswany, Armin Bahramshahry, Hesam Ghasemi, Matei Ripeanu, Sudharshan S. Vazhkudai, poster, SC2007, Reno, NV, November 2007. GameVoIPFile Optimizations Network Services Differentiated Services Message Forwarding Reports Quality Requirements & Quality Quality Estimation MCCA Game
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