Real-time latency prediction for cloud gaming applications

IF 4.4 2区 计算机科学 Q1 COMPUTER SCIENCE, HARDWARE & ARCHITECTURE
Doriana Monaco, Alessio Sacco, Daniele Spina, Francesco Strada, Andrea Bottino, Tania Cerquitelli, Guido Marchetto
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引用次数: 0

Abstract

Cloud gaming represents a rapidly growing segment in the entertainment industry, allowing users to stream and interact with high-quality games over the Internet. However, the problem of maintaining a seamless gaming experience is inherent to minimizing user-perceived latency. In this paper, we present CLoud Application lAtency Prediction (CLAAP), a novel solution that, to tolerate challenged network conditions in gaming, predicts such latency via a Machine Learning (ML) model and forecasts future network evolution. The model, trained over diverse network conditions and gaming scenarios, can then update its parameters via a concept drift detection algorithm that suggests a re-training action, reducing the prediction error up to 21% with minimal overhead. We then integrate this network metrics predictor into a game state prediction to further tolerate network latency spikes even from the user perspective, who can continue playing even in adversarial conditions without session interruptions. The results suggest the potential of advanced predictive analytics in mitigating latency issues, thereby setting the stage for more responsive and immersive cloud gaming services.
云游戏应用的实时延迟预测
云游戏代表了娱乐行业中一个快速增长的部分,允许用户通过互联网流式传输并与高质量的游戏互动。然而,保持无缝游戏体验的问题在于最小化用户感知的延迟。在本文中,我们提出了云应用延迟预测(CLAAP),这是一种新颖的解决方案,可以通过机器学习(ML)模型预测这种延迟,以容忍游戏中的挑战网络条件,并预测未来的网络演变。该模型在不同的网络条件和游戏场景下进行训练,然后可以通过概念漂移检测算法更新其参数,该算法建议重新训练操作,以最小的开销将预测误差降低到21%。然后,我们将这个网络参数预测器整合到游戏状态预测中,以进一步容忍网络延迟峰值,甚至从用户的角度来看,他们即使在敌对条件下也可以继续玩游戏,而不会中断会话。研究结果表明,先进的预测分析在缓解延迟问题方面具有潜力,从而为更具响应性和沉浸式的云游戏服务奠定了基础。
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来源期刊
Computer Networks
Computer Networks 工程技术-电信学
CiteScore
10.80
自引率
3.60%
发文量
434
审稿时长
8.6 months
期刊介绍: Computer Networks is an international, archival journal providing a publication vehicle for complete coverage of all topics of interest to those involved in the computer communications networking area. The audience includes researchers, managers and operators of networks as well as designers and implementors. The Editorial Board will consider any material for publication that is of interest to those groups.
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