{"title":"Satisfying the hunger for mobile online games: Providing quality time in vehicular scenarios","authors":"J. Saldaña, G. Marfia, M. Roccetti","doi":"10.1109/NetGames.2012.6404019","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404019","url":null,"abstract":"An increasing number of players now normally enjoy playing online games while on the move, directly from their smartphones. One barrier, however, still prevents from enjoying a fully mobile experience, as cellular network technologies do not appear capable, today, of supporting the high interactivity that the streams of some game genres (e.g., First Person Shooters) require. Our contribution is that of proposing a mechanism capable of dealing with such problem while moving in a car. Knowing in advance WiFi access point positions, we propose a mechanism that estimates the contact times in an urban setting and provides valuable advice to a player regarding which tasks it will (not) presumably be able to accomplish, during the available connectivity time. The validity of our approach is confirmed in simulation utilizing a set of vehicular traces collected on the streets of Pisa, Italy.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"31 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":"114618775","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}
Y. Ishibashi, Sosuke Hoshino, Qi Zeng, Norishige Fukushima, S. Sugawara
{"title":"QoE assessment of fairness between players in networked game with olfaction","authors":"Y. Ishibashi, Sosuke Hoshino, Qi Zeng, Norishige Fukushima, S. Sugawara","doi":"10.1109/NetGames.2012.6404016","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404016","url":null,"abstract":"In this paper, we carry out QoE (Quality of Experience) assessment of fairness between players in a networked game with olfaction. In the assessment, we investigate the influence of the time it takes for a smell to reach a player on the fairness. As the networked game, we deal with a fruit harvesting game in which two players play in a 3D virtual space. As a result, for example, we illustrate that the fairness is hardly damaged when the time is smaller than about 500 ms.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"151 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":"116573613","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}
Yusuke Hara, Y. Ishibashi, Norishige Fukushima, S. Sugawara
{"title":"Adaptive delta-causality control scheme with dynamic control of prediction time in networked haptic game","authors":"Yusuke Hara, Y. Ishibashi, Norishige Fukushima, S. Sugawara","doi":"10.1109/NetGames.2012.6404030","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404030","url":null,"abstract":"In this paper, we handle an air hockey game which two players play with haptic interface devices as an example of networked real-time games. To keep the interactivity and media output quality high, we enhance the adaptive Δ (delta)-causality control scheme with prediction, which the authors previously proposed. In the enhanced scheme, we change the prediction time dynamically according to the network delay. Also, we subjectively investigate the effect of the enhanced scheme by QoE (Quality of Experience) assessment.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"5 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":"130910378","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}
{"title":"Secure peer-to-peer trading for multiplayer games","authors":"Chris GauthierDickey, Craig Ritzdorf","doi":"10.1109/NetGames.2012.6404026","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404026","url":null,"abstract":"A fundamental aspect of many multiplayer online games is the ability to trade items between players. This might take the form of items that were found in the virtual environment or of purchased assets, but in either case, any multiplayer game that supports trading or exchanging items in the game must do so in a secure manner. We have developed a protocol to solve the problem of secure, peer-to-peer trading in games in which the primary concern is that items are exchanged fairly, and additionally that items are not duplicated. Our protocol enables one-way and two-way trades and can be extended to multi-item trades. We show that our protocol addresses the security threats which it might encounter, and then provide an analysis to demonstrate the scalability of our protocol.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"18 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":"121395934","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}
{"title":"The revolution of StarCraft network traffic","authors":"Choong-Soo Lee","doi":"10.1109/NetGames.2012.6404022","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404022","url":null,"abstract":"StarCraft II uses a client-server architecture while StarCraft I uses a peer-to-peer architecture. StarCraft I clients utilize more outgoing bandwidth for each additional player in the game, while StarCraft II clients maintain constant client-to-server bandwidth regardless of the number of players. StarCraft I and StarCraft II exhibit distinct packet size and inter-packet size distributions. For StarCraft II, we model inter-packet time distributions for both client-to-server and server-to-client traffic regardless of the number of players. The packet size distribution for client-to-server traffic also remains constant regardless of the number of players while the packet size distribution for server-to-client traffic shifts with regard to the number of players. We segmented each of these distributions, and fit each segment with a uniform, beta, gamma or triangular distribution, constructing the model for StarCraft II network traffic.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"18 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":"123695948","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}
Tonio Triebel, Max Lehn, R. Rehner, B. Guthier, S. Kopf, W. Effelsberg
{"title":"Generation of synthetic workloads for multiplayer online gaming benchmarks","authors":"Tonio Triebel, Max Lehn, R. Rehner, B. Guthier, S. Kopf, W. Effelsberg","doi":"10.1109/NetGames.2012.6404028","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404028","url":null,"abstract":"We present an approach to the generation of realistic synthetic workloads for use in benchmarking of (massively) multiplayer online gaming infrastructures. Existing techniques are either too simple to be realistic or are too specific to a particular network structure to be used for comparing different networks with each other. Desirable properties of a workload are reproducibility, realism and scalability to any number of players. We achieve this by simulating a gaming session with AI players that are based on behavior trees. The requirements for the AI as well as its parameters are derived from a real gaming session with 16 players. We implemented the evaluation platform including the prototype game Planet PI4. A novel metric is used to measure the similarity between real and synthetic traces with respect to neighborhood characteristics. In our experiments, we compare real trace files, workload generated by two mobility models and two versions of our AI player. We found that our AI players recreate the real workload characteristics more accurately than the mobility models.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"88 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":"122814584","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}
{"title":"Success factors of events in virtual worlds a case study in Second Life","authors":"Michael Steurer, C. Trattner, F. Kappe","doi":"10.1109/NetGames.2012.6404023","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404023","url":null,"abstract":"In this paper we present results of a study that aims to analyze publicly announced event data in the virtual world of Second Life with the goal to predict whether or not an event will be successful by terms of increasing the average traffic of a region. To that end, we collected in-world position data of avatars visiting events and data from the public accessible calendar of Second Life. Based on statistical analysis of features such as event category, duration, or maturity rating, provided by the Second Life event calendar, we built a simple predictive model that can decide upon the success of an event with an accuracy of over 92 %.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"79 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":"121606390","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}
{"title":"Forecasting online game addictiveness","authors":"Jing-Kai Lou, Kuan-Ta Chen, Hwai-Jung Hsu, C. Lei","doi":"10.1109/NetGames.2012.6404029","DOIUrl":"https://doi.org/10.1109/NetGames.2012.6404029","url":null,"abstract":"Online gaming has now become an extremely competitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in their allegiances. Therefore, it would be beneficial if we could forecast how addictive a game is before publishing it on the market. With the capability of game addictiveness forecasting, developers will be able to continuously adjust the game design and publishers will be able to assess the potential market value of a game in its early development stages. In this paper, we propose to forecast a game's addictiveness based on players' emotional responses when they are first exploring the game. Based on the account activity traces of 11 commercial games, we develop a forecasting model that predicts a game's addictiveness index according to electromyographic measures of players' two facial muscles. We hope that with our methodology, the game industry could optimize the odds of successful investments and target more accurately the provision of a better entertaining experience.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126857716","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}