2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)最新文献

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Managing power for closed-source android os games by lightweight graphics instrumentation 通过轻量级图形工具管理闭源android os游戏的功率
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404014
Benedikt Dietrich, S. Chakraborty
{"title":"Managing power for closed-source android os games by lightweight graphics instrumentation","authors":"Benedikt Dietrich, S. Chakraborty","doi":"10.1109/NetGames.2012.6404014","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404014","url":null,"abstract":"Power consumption and battery life are important design concerns for mobile platforms. On these devices games can be considered as one of the most demanding applications in terms of computational cost and consumed energy. In this demo we showcase Android-based power management for games. We reduce the power consumption of games by scaling the processor's voltage and frequency. Towards this, the game's future workload has to be predicted. To accurately predict the workload, previous work heavily instrumented the game's source code itself. The source code is typically not available for up-to-date Android games. The work presented in this paper does not require any modification of the game's source code and therefore can as well be applied to closed source games. Towards this, we utilize the game's communication interfaces with the operating system to accurately predict a game's workload. The approach presented in the following has been implemented and tested on the PandaBoard ES [12] and Galaxy Nexus mobile phone with a number of popular closed-source games. Measurements show significant power savings while the gaming experience is maintained.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116175556","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
Massively Multiplayer Online Games on unreliable resources 大型多人在线游戏在不可靠的资源
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404020
Vlad Nae, Lukas Köpfle, R. Prodan, A. Iosup
{"title":"Massively Multiplayer Online Games on unreliable resources","authors":"Vlad Nae, Lukas Köpfle, R. Prodan, A. Iosup","doi":"10.1109/NetGames.2012.6404020","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404020","url":null,"abstract":"We have previously introduced a cloud-based model for Massively Multiplayer Online Games (MMOGs) operation, which allows small and medium enterprises to join the MMOG market through near-zero initial infrastructure investment. In this work we propose an architectural extension to this MMOG operational model designed to increase and guarantee the MMOG session availability through fault tolerance mechanisms.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123464725","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
An empirical study of Cloud Gaming 云游戏的实证研究
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404021
M. Manzano, J. Hernández, M. Urueña, E. Calle
{"title":"An empirical study of Cloud Gaming","authors":"M. Manzano, J. Hernández, M. Urueña, E. Calle","doi":"10.1109/NetGames.2012.6404021","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404021","url":null,"abstract":"Online gaming connects players from all over the world together for fun and entertainment, and has been regarded as one of the most profitable and popular Internet services. Besides, there is a growing trend towards moving local applications to remote data centers: this is often referred to as the cloud. With the purpose of studying the impact of Cloud Gaming on the access network load, in this paper we carry out an empirical network traffic analysis of two well-known cloud gaming platforms: On-Live and Gaikai. Traffic traces have been collected and analysed from five different games of both platforms. Cloud gaming has been observed to be remarkably different from traditional online gaming in terms of network load and traffic characteristics. Moreover, the traces have revealed similarities between the two platforms regarding the packet size distribution, and differences concerning the packet inter-arrival times. However, each platform shows a similar traffic pattern for most of the games it serves. Nonetheless, the racing and shooter games considered in this work demand more bandwidth than other game-genres.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128204783","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 47
The Game Trace Archive 游戏追踪档案
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404027
Yong Guo, A. Iosup
{"title":"The Game Trace Archive","authors":"Yong Guo, A. Iosup","doi":"10.1109/NetGames.2012.6404027","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404027","url":null,"abstract":"Spurred by the rapid development of the gaming industry and the expansion of Online Meta-Gaming Networks (OMGNs), many gaming studies and measurements have been conducted in recent years. However, few or no traces of games and OMGNs are publicly available to game researchers and practitioners. Moreover, the few traces that are available are shared using diverse formats. This situation is an obstacle in exchanging, studying, and using game traces. To address this problem, we design the Game Trace Archive (GTA) to be a virtual meeting space for the game community. We identify three main requirements to build an archive for game traces, and address them with the GTA. We propose a unified format for game traces, and introduce a number of tools associated with the format. With these tools, we collect, process, and analyze 9 traces of both games and OMGNs. We collect in the GTA traces corresponding to more than 8 million real players and more than 200 million information items, spanning over 14 operational years. We also show that the GTA can be extended to include a variety of real-game trace types. Finally, we discuss possible applications of the GTA in gaming area such as game resource management, Quality of Experience for players, and advertisement.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125904749","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 49
Reducing Server Load in MMOG via P2P Gossip 通过P2P八卦减少MMOG中的服务器负载
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404015
E. Carlini, L. Ricci, M. Coppola
{"title":"Reducing Server Load in MMOG via P2P Gossip","authors":"E. Carlini, L. Ricci, M. Coppola","doi":"10.1109/NetGames.2012.6404015","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404015","url":null,"abstract":"A fundamental problem for the development of Massively Multiplayer Online Games (MMOGs) is the definition of a mechanism supporting interest management, i.e. determining all the entities of the virtual world that are relevant for a given peer. To this end, we propose a hybrid architecture combining centralized and P2P solutions. Our proposal exploits a P2P gossip-based approach supporting a best-effort resolution of interest management, so that it can be mostly supported through the P2P overlay, with minimal intervention of a centralized entity.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"67 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128285528","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
Thin to win? Network performance analysis of the OnLive thin client game system 想赢吗?OnLive瘦客户端游戏系统的网络性能分析
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404013
M. Claypool, D. Finkel, Alexander Grant, Michael Solano
{"title":"Thin to win? Network performance analysis of the OnLive thin client game system","authors":"M. Claypool, D. Finkel, Alexander Grant, Michael Solano","doi":"10.1109/NetGames.2012.6404013","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404013","url":null,"abstract":"The growth in network bitrates and server-based processing has provided a renewed opportunity for thin client games, where the server does heavy-weight computations, sending only the visual game frames to the client, and the client displays frames, sending only the user actions to the server. Understanding the traffic characteristics of thin client games is important for building traffic models and classifiers and planning network infrastructures to meet future demand. This paper provides the first detailed study of the network characteristics of OnLive, a commercially available thin client game system. Carefully designed experiments measure OnLive game traffic for several game genres, analyzing the bitrates, packet sizes and inter-packet times for both upstream and downstream game traffic, with comparisons to traditional game clients and streaming video. Results indicate OnLive rapidly sends large packets downstream, similar but still significantly different than live video. OnLive less frequently sends much smaller packets upstream, significantly different than traditional game client traffic. The results should be a useful beginning for building effective traffic models and classifiers, and for preparing end-host networks to support this upcoming generation of computer games.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132264628","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 86
SMOG: A cloud platform for seamless wide area migration of online games SMOG:网络游戏无缝广域迁移云平台
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404031
Virajith Jalaparti, M. Caesar, Seungjoon Lee, Jeffrey Pang, J. Merwe
{"title":"SMOG: A cloud platform for seamless wide area migration of online games","authors":"Virajith Jalaparti, M. Caesar, Seungjoon Lee, Jeffrey Pang, J. Merwe","doi":"10.1109/NetGames.2012.6404031","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404031","url":null,"abstract":"Highly interactive network applications such as online games are rapidly growing in popularity but remain challenging for game providers to support, due to their inherent need for low latency. While cloud computing has proven a useful infrastructure for other applications, existing cloud computing facilities are insufficient for games, due to the unpredictability of their workload, their demands on latency and scale, and the need to support game-specific requirements (e.g., players may wish to play with certain other players already in the game). In this work, we explore whether dynamic optimization of latency and scaling of games can be achieved by supplementing cloud computing infrastructure with seamless wide area virtual machine migration using network based route control. We propose SMOG, a framework that dynamically migrates game servers to their optimal location, and uses orchestrated route control to optimize the network path to the server to minimize observable effects of live server migration. Through deployment of a prototype implementation on a Tier-1 ISP's backbone and a user study, we found SMOG can decrease average end-user latency by up to 60% while performing migration in a manner transparent to game players. While this paper's focus is online games, SMOG is general enough to be used for a variety of latency-sensitive interactive applications such as video conferencing and interactive video streaming.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121269448","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
The brewing storm in cloud gaming: A measurement study on cloud to end-user latency 云游戏中的酝酿风暴:云对终端用户延迟的测量研究
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404024
Sharon Choy, B. Wong, G. Simon, C. Rosenberg
{"title":"The brewing storm in cloud gaming: A measurement study on cloud to end-user latency","authors":"Sharon Choy, B. Wong, G. Simon, C. Rosenberg","doi":"10.1109/NetGames.2012.6404024","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404024","url":null,"abstract":"Cloud computing has been a revolutionary force in changing the way organizations deploy web applications and services. However, many of cloud computing's core design tenets, such as consolidating resources into a small number of datacenters and fine-grain partitioning of general purpose computing resources, conflict with an emerging class of multimedia applications that is highly latency sensitive and requires specialized hardware, such as graphic processing units (GPUs) and fast memory. In this paper, we look closely at one such application, namely, on-demand gaming (also known as cloud gaming), that has the potential to radically change the multi-billion dollar video game industry. We demonstrate through a large-scale measurement study that the current cloud computing infrastructure is unable to meet the strict latency requirements necessary for acceptable game play for many end-users, thus limiting the number of potential users for an on-demand gaming service. We further investigate the impact of augmenting the current cloud infrastructure with servers located near the end-users, such as those found in content distribution networks, and show that the user coverage significantly increases even with the addition of only a small number of servers.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129020660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 184
Follow the mob: An innovative approach for roaming characters in MMO games 跟随人群:MMO游戏中漫游角色的创新方法
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404017
D. Maggiorini, S. Panzeri, L. Ripamonti, J. Ikonen
{"title":"Follow the mob: An innovative approach for roaming characters in MMO games","authors":"D. Maggiorini, S. Panzeri, L. Ripamonti, J. Ikonen","doi":"10.1109/NetGames.2012.6404017","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404017","url":null,"abstract":"In modern Massively Multiplayer Online Games, Non Playing Characters (NPCs) moving on the battlefield play a key role in term of user experience: many time players are required - alone or in groups - to fight or avoid them in order to progress in experience. Unfortunately, standard NPCs behavior, i.e., patrolling between rally points, does not put a significant challenge to players once its deterministic movement pattern is discovered. This paper addresses the problem of defining a smart, more challenging, and natural movement model for NPCs.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114785835","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Are all games equally cloud-gaming-friendly? An electromyographic approach 是否所有游戏都同样适合云游戏?肌电图方法
2012 11th Annual Workshop on Network and Systems Support for Games (NetGames) Pub Date : 2012-11-22 DOI: 10.1109/NetGames.2012.6404025
Yeng-Ting Lee, Kuan-Ta Chen, Han-I Su, C. Lei
{"title":"Are all games equally cloud-gaming-friendly? An electromyographic approach","authors":"Yeng-Ting Lee, Kuan-Ta Chen, Han-I Su, C. Lei","doi":"10.1109/NetGames.2012.6404025","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404025","url":null,"abstract":"Cloud gaming now makes any computer game playable on a thin client without the previous worries and frustrations about the hardware requirements. It frees players from the need to frequently upgrade their computers as they can now play games that are hosted on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on cloud servers and thin clients do not possess game state information that is required by delay compensation techniques. In this paper, we investigate how the response latency in cloud gaming would affect users' experience and how the impact of latency on players' experience varies among different games. We show that not all games are equally friendly to cloud gaming. That is, the same degree of latency may have very different impacts on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and the game screen dynamics. The model can be used to simultaneously enhance players' gaming experience and optimize the operation cost of data centers.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"169 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124710267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 103
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