P. Beskow, Geir A. Erikstad, P. Halvorsen, C. Griwodz
{"title":"Evaluating ginnungagap: a middleware for migration of partial game-state utilizing core-selection for latency reduction","authors":"P. Beskow, Geir A. Erikstad, P. Halvorsen, C. Griwodz","doi":"10.1109/NETGAMES.2009.5446220","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446220","url":null,"abstract":"Massively multi-player online games (MMOGs) have stringent latency requirements and must support large numbers of concurrent players. To handle these conflicting requirements, it is common to divide the virtual environment into virtual regions, and spawn multiple instances of isolated game areas (known as dungeons or instances) to serve multiple distinct groups of players. As MMOGs attract players from all around the world, it is plausible to disperse these regions and instances on georgraphically distributed servers. Core selection algorithms can then be applied to locate an optimal server for placing a region or instance, based on player latencies. Functionality for migrating objects supports this objective, with a distributed name server ensuring that references to the moved objects are efficiently maintained. As a result, we anticipate a decrease in aggregate latency for the affected players. With Ginnungagap we present the implementation and evaluation of a middleware that combines these ideas and present its feasibility.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"187 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132185984","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":"AOI cast by tolerance based compass routing in Distributed Virtual Environments","authors":"M. Albano, A. Quartulli, L. Ricci, Luca Genovali","doi":"10.1109/NETGAMES.2009.5446228","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446228","url":null,"abstract":"This paper presents an Area of Interest(AOI)-cast strategy for P2P Distributed Virtual Environment (DVE) which exploits a Delaunay Triangulation of the DVE to define a compass-based routing algorithm. A set of formal results for circular AOI is presented. Inconsistencies between local views of different peers due to the network latency are faced by introducing a tolerance threashold in the compass routing.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115738592","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":"Player-customized puzzle instance generation for Massively Multiplayer Online Games","authors":"A. Iosup","doi":"10.1109/NETGAMES.2009.5446224","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446224","url":null,"abstract":"The current generation of MMOGs faces an increasing problem to ensure customized game content for their players. The existing approach, that of growing teams of human designers, does not scale. In contrast, we set to investigate the problem of automated player-customized puzzle instance generation for MMOGs. In this work we have focused on evaluating puzzle difficulty and matching it to player ability, and on generating fresh puzzle instances. Our experimental results show evidence that our approach can be used to generate puzzle instances of commercial quality. We are currently exploring more puzzle games and more solving strategies to expand our framework. Maintaining and analyzing player detailed player information such as solving ability is time- and resource-consuming [12]; we will investigate mapping puzzle difficulty to player skill levels and history.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124234043","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":"Distributed avatar management for Second Life","authors":"Matteo Varvello, S. Ferrari, E. Biersack, C. Diot","doi":"10.1109/NETGAMES.2009.5446230","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446230","url":null,"abstract":"Second Life (SL) is currently the most popular social virtual world, i.e., a digitalization of the real world where avatars can meet, socialize and trade. SL is managed through a Client/Server (C/S) architecture with a very high cost and limited scalability. A scalable and cheap alternative to C/S is to use a Peer-to-Peer (P2P) approach, where SL users rely only on their own resources (storage, CPU and bandwidth) to run the virtual world. We develop a SL client that allows its users to take advantage of a P2P network structured as a Delaunay overlay. We compare the performance of a P2P and C/S architecture for Second Life, executing several instances of our client over Planetlab and populating a SL region with our controlled avatars. Avatar mobility traces collected in SL are used to drive avatar behaviors. The results show that P2P improves user experience by about 20% compared to C/S (measured in term of consistency). Avatar interactivity is also 5 times faster in P2P than in C/S.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129517255","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":"FizzX: Multiplayer time manipulation in networked games","authors":"S. Ratti, C. Towle, P. Proulx, S. Shirmohammadi","doi":"10.1109/NETGAMES.2009.5446232","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446232","url":null,"abstract":"We present a first attempt at designing and implementing distributed time manipulation in multiplayer networked games.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130754328","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":"802.11 wireless LAN multiplayer game capacity and optimization","authors":"Hanghang Qi, D. Malone, D. Botvich","doi":"10.1109/NETGAMES.2009.5446237","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446237","url":null,"abstract":"Real-time multiplayer games are a popular application of networks, and as IEEE 802.11 wireless networks are widely used, games are expected to be widely played on wireless networks. However, 802.11 networks with the normal MAC (DCF) may present some challenges when supporting real-time games traffic. In this work, we present a theoretical model which can predict the performance and capacity of 802.11 WLAN for Quake 4, a real-time FPS game. Using the wireless network game model, we derive throughput, delay, jitter and MOS (mean opinion score) as the number of game clients increases in the WLAN and predict that the capacity of a default 802.11b wireless network can support around 10 players for Quake 4. In 802.11e networks, QoS (quality of service) is provided with 4 configurable MAC layer parameters. With the network game model, we show that with proper TXOP configuration at the AP and game server, the network can be optimized and its capacity improves to around 15 players.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128241772","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}
Xiaofei Wang, Hyunchul Kim, A. Vasilakos, Taekyoung Kwon, Yanghee Choi, S. Choi, Hanyoung Jang
{"title":"Measurement and analysis of World of Warcraft in mobile WiMAX networks","authors":"Xiaofei Wang, Hyunchul Kim, A. Vasilakos, Taekyoung Kwon, Yanghee Choi, S. Choi, Hanyoung Jang","doi":"10.1109/NETGAMES.2009.5446236","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446236","url":null,"abstract":"Online games have been played mainly over wired networks due to high speed links and capable desktop computers. The advances in mobile devices and ever increasing wireless link bandwidth motivate us to study whether players can enjoy online gaming over broadband wireless networks such as mobile WiMAX networks. In this paper we carry out theWorld of Warcraft (WoW) measurements via the mobile WiMAX networks and analysis the performance. We focus on two aspects: (1) application level packet dynamics such as RTT and jitter; (2) WiMAX link level statistics such as wireless link quality and handovers. We measure various scenarios for comprehensive analysis of WoW traffic and WiMAX link-layer characteristics. Finally we discuss how to improve the service quality of WiMAX online gaming.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131296481","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}
Daryl Seah, W. Leong, Qingwei Yang, B. Leong, Ali Razeen
{"title":"Peer NAT proxies for peer-to-peer games","authors":"Daryl Seah, W. Leong, Qingwei Yang, B. Leong, Ali Razeen","doi":"10.1109/NETGAMES.2009.5446233","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446233","url":null,"abstract":"Network Address Translators (NAT) are ubiquitous on the Internet and any peer-to-peer (p2p) game will almost certainly need to perform NAT traversal through such devices. Our experiments suggest that while NAT hole punching techniques are relatively mature, they succeed only about 90% of the time and thus p2p games will inevitably need to employ NAT proxies to establish the remaining connections. We demonstrate with an implementation and a measurement study that using peers as NAT proxies is feasible for both UDP and TCP connections. We found that it is relatively easy to find peers capable of acting as proxies and that the performance achieved is comparable to that of server-based NAT proxies.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"146 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123650563","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":"Bandwidth-aware Peer-to-Peer 3D streaming","authors":"Chien-Hao Chien, Shun-Yun Hu, Jehn-Ruey Jiang, Chuan-Wei Cheng","doi":"10.1504/IJAMC.2010.036834","DOIUrl":"https://doi.org/10.1504/IJAMC.2010.036834","url":null,"abstract":"Peer-to-Peer streaming support for 3D content (i.e., P2P 3D streaming) has recently been proposed to provide affordable and real-time virtual environment (VE) content delivery. However, the generally limited client upload bandwidth requires maximal bandwidth utilization for effective streaming. This paper proposes Bandwidth-Aware Peer Selection (BAPS), a peer selection strategy that improves the bandwidth utilization for 3D streaming. BAPS avoids request contention and peer overloading as object and user densities increase, thus improving both bandwidth utilization and system scalability. We compare BAPS with strategies that select from only peers within the area of interest (AOI) as data sources and do not consider bandwidth capacity. Our evaluation shows that BAPS achieves better performance in general, and maintains a stable minimal quality of service (QoS) for streaming, which is important for commercial applications.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121850274","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 impact of virtualization on the performance of Massively Multiplayer Online Games","authors":"Vlad Nae, R. Prodan, T. Fahringer, A. Iosup","doi":"10.1109/NETGAMES.2009.5446227","DOIUrl":"https://doi.org/10.1109/NETGAMES.2009.5446227","url":null,"abstract":"Today's highly successful Massively Multiplayer Online Games (MMOGs) have millions of registered users and hundreds of thousands of active concurrent users. As a result of the highly dynamic MMOG usage patterns, the MMOG operators pre-provision and then maintain throughout the lifetime of the game tens of thousands of compute resources in data centers located across the world. Until recently, the difficulty of porting the MMOG software services to different platforms made it impractical to dynamically provision resources external to the MMOG operators' data centers. However, virtualization is a new technology that promises to alleviate this problem by providing a uniform computing platform with minimal overhead. To investigate the potential of this new technology, in this paper we propose a new hybrid resource provisioning model that uses a smaller and less expensive set of self-owned data centers, complemented by virtualized cloud computing resources during peak hours. Using real traces from RuneScape, one of the most successful contemporary MMOGs, we evaluate with simulations the effectiveness of the on-demand cloud resource provisioning strategy for MMOGs. We assess the impact of provisioning of virtualized cloud resources, analyze the components of virtualization overhead, and compare provisioning of virtualized resources with direct provisioning of data center resources.","PeriodicalId":344000,"journal":{"name":"2009 8th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132386001","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}