{"title":"What + when = how: The timelines approach to consistency in networked games","authors":"Cheryl Savery, T. Graham","doi":"10.1109/NetGames.2011.6080990","DOIUrl":"https://doi.org/10.1109/NetGames.2011.6080990","url":null,"abstract":"Consistency maintenance techniques used in networked multiplayer games require a tradeoff between the degree of consistency and the responsiveness to player commands. The choice of which technique is most appropriate depends upon the specific game situation. However, all techniques share the need to deal with time as well as with game state data. This can make implementing consistency maintenance techniques difficult. The solution is to have a programming model that is better able to deal with time. In this paper, we present such a programming model, timelines. Timelines allow for the explicit treatment of time and have been implemented as part of the Janus toolkit.","PeriodicalId":338878,"journal":{"name":"2011 10th Annual Workshop on Network and Systems Support for Games","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128325759","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}
Alexandre Denault, César Cañas, J. Kienzle, Bettina Kemme
{"title":"Triangle-based obstacle-aware load balancing for massively multiplayer games","authors":"Alexandre Denault, César Cañas, J. Kienzle, Bettina Kemme","doi":"10.1109/NetGames.2011.6080980","DOIUrl":"https://doi.org/10.1109/NetGames.2011.6080980","url":null,"abstract":"Massively multiplayer games run on large server farms in order to handle the huge load that is caused by the thousands of players that play these games concurrently. Current systems use very simple load-balancing mechanisms restricting the semantics of the game. In this paper, we present a dynamic load balancing mechanism that considers both the load associated with performing game actions as well as the load incurred through interest management. As clients join, they can take on load due to game actions and update notifications. When players flock to some part of the world, our system is able to dynamically redistribute the imbalanced interest management load among servers. This hybrid mechanism is integrated into the Mammoth multiplayer gaming environment and our real-world experiments show how equal load distribution is maintained under changing workloads.","PeriodicalId":338878,"journal":{"name":"2011 10th Annual Workshop on Network and Systems Support for Games","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125464151","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":"RTSenv: An experimental environment for real-time strategy games","authors":"S. Shen, O. Visser, A. Iosup","doi":"10.1109/NetGames.2011.6080981","DOIUrl":"https://doi.org/10.1109/NetGames.2011.6080981","url":null,"abstract":"Today, Real-Time Strategy (RTS) games entertain tens of millions of players world-wide. This growing population expects new game designs and more scalable games every year. However, few tools and environments exist for game designers and implementers; of these, even fewer are available to researchers and game communities. In this work, we introduce RTSenv, an environment and associated set of tools for RTS games. Our environment can configure and manage the main aspects of RTS games, such as maps, computer-controlled units, and game scenarios. RTSenv leverages multi-cluster systems and reactive fault tolerance mechanisms to perform robust, multi-machine, and multi-instance game experiments. Using our reference implementation of RTSenv in DAS-4, a real multi-cluster system, and Amazon EC2, a commercial cloud, we show that our approach can be used in a variety of scenarios. Our results give evidence that several common assumptions made by researchers about game workloads do not hold in general for RTS games and thus warrant a more detailed investigation.","PeriodicalId":338878,"journal":{"name":"2011 10th Annual Workshop on Network and Systems Support for Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129019023","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}
L. Itzel, Florian Heger, Gregor Schiele, C. Becker
{"title":"The quest for meaningful mobility in massively multi-user virtual environments","authors":"L. Itzel, Florian Heger, Gregor Schiele, C. Becker","doi":"10.1109/NetGames.2011.6080991","DOIUrl":"https://doi.org/10.1109/NetGames.2011.6080991","url":null,"abstract":"The performance of protocols for Massively MultiUser Virtual Environment (MMVE) systems is often correlated with object movement. Therefore, choosing appropriate movement data is a crucial factor in getting significant results when evaluating MMVE protocols. In this paper we identify characteristic parameters for mobility by conducting an analytical study of existing work about MMVE mobility. Based on this study we derive a classification scheme for MMVE mobility. Our scheme facilitates the selection of appropriate movement data and provides a foundation for future research about mobility in MMVEs.","PeriodicalId":338878,"journal":{"name":"2011 10th Annual Workshop on Network and Systems Support for Games","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122076309","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}
M. Claypool, Jared Hays, Alex Kuang, Thomas Lextrait
{"title":"On the performance of games using solid state drives","authors":"M. Claypool, Jared Hays, Alex Kuang, Thomas Lextrait","doi":"10.1109/NetGames.2011.6080979","DOIUrl":"https://doi.org/10.1109/NetGames.2011.6080979","url":null,"abstract":"Since games typically demand considerable computer resources, game players will often purchase new technologies to improve their game performance. One such technology is the solid state drive (SSD) with the potential to provide significantly better performance than the traditional hard disk drive (HDD). However, while the benefits of SSDs to drive access speeds can be demonstrated, the benefits to computer game performance is largely unknown. This paper presents a detailed study comparing the performance of SSDs to HDDs for several popular computer games. Initial experiments provide read access speeds on both a desktop PC and a laptop to provide a baseline for SSD and HDD comparison. Then, detailed experiments are run for three computer games, Civilization IV, Portal 2, and Torchlight, covering a range of disk activity types. Analysis of the results shows SSDs compared with HDDs provide a 25% improvement to game boot times and game start times, but no significant improvement to game save times.","PeriodicalId":338878,"journal":{"name":"2011 10th Annual Workshop on Network and Systems Support for Games","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121834176","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":"Déjà vu — Predicting the number of players in online games through normalization of historical data","authors":"J.-E. Tyvand, Kyrre M. Begnum, Hugo Hammer","doi":"10.1109/NetGames.2011.6080989","DOIUrl":"https://doi.org/10.1109/NetGames.2011.6080989","url":null,"abstract":"A key factor to delivering a good online gaming experience is to have sufficient server resources relative to the number of players online. In this work, we present a simple profiling technique which allows effective prediction of the number of players in the next 24 hour cycle based on both weekend and workday data. The methodology enables planning ahead so that resources can be scaled to the sufficient amount, thereby reducing cost and power consumption.","PeriodicalId":338878,"journal":{"name":"2011 10th Annual Workshop on Network and Systems Support for Games","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121856042","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}
Hesam Rahimi, Ali Asghar Nazari Shirehjini, S. Shirmohammadi
{"title":"Context-aware 3D object streaming for mobile games","authors":"Hesam Rahimi, Ali Asghar Nazari Shirehjini, S. Shirmohammadi","doi":"10.1109/NetGames.2011.6080995","DOIUrl":"https://doi.org/10.1109/NetGames.2011.6080995","url":null,"abstract":"In this demo we showcase a method for the selective streaming of 3D objects in online mobile games. The proposed method ranks each object by its importance for the current activity performed by the player, and transmits the most important objects first. Our goal is to improve the real-time response and interactivity of networked VEs and games through an efficient context-aware 3D object selection and prioritization scheme, before streaming those objects over the network.","PeriodicalId":338878,"journal":{"name":"2011 10th Annual Workshop on Network and Systems Support for Games","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126125427","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":"Perceptual view inconsistency: An objective evaluation framework for online game quality of experience (QoE)","authors":"Peng-Weng Chen, M. Zarki","doi":"10.1109/NetGames.2011.6080978","DOIUrl":"https://doi.org/10.1109/NetGames.2011.6080978","url":null,"abstract":"The ultimate goal of both game developers and network engineers is to provide a satisfactory quality of experience (QoE) for players. Most past works resort the subjective approaches to assess QoE which have serious limitations. But because of the interdependency of the quality metrics on game playability and the involvement of many players' subjective factors, defining an objective evaluation methodology for QoE faces some challenges. This paper presents an objective evaluation framework for QoE which based on our insights into the causal relationships between network delay, system consistency and QoE. First we breakdown QoE into three basic properties, then we propose to link a player's perception of quality to a novel definition of inconsistency that can then be matched with the three basic properties. Corresponding metrics are created to quantify the inconsistencies. Taking these objective inconsistencies as input, and the subjective QoE properties as output, a mapping function is derived. After aggregating the QoE properties that capture the quality of a single game scenario, we sum the weighted QoE of all the game scenarios to obtain a final overall objective playability evaluation of a game.","PeriodicalId":338878,"journal":{"name":"2011 10th Annual Workshop on Network and Systems Support for Games","volume":"167 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128633202","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":"RCAT: A RESTful client-scalable architecture","authors":"Thomas Debeauvais, Arthur Valadares, C. Lopes","doi":"10.1109/NetGames.2011.6080987","DOIUrl":"https://doi.org/10.1109/NetGames.2011.6080987","url":null,"abstract":"In interactive multi-user virtual environments, the computation and bandwidth required to perform real-time simulation increases quadratically with the number of users. Handling communication, storage and computation resources on the same machine hinders scalability. This paper presents a system architecture abiding to the constraints of the REpresentational State Transfer (REST) architectural style. This architecture divides the resource requirements into separate layers and suggests how they can be addressed efficiently in isolation. Theoretical results show how the architecture scales with the number of clients.","PeriodicalId":338878,"journal":{"name":"2011 10th Annual Workshop on Network and Systems Support for Games","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128514676","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}