475 research outputs found

    Cloud-gaming:Analysis of Google Stadia traffic

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    Interactive, real-time, and high-quality cloud video games pose a serious challenge to the Internet due to simultaneous high-throughput and low round trip delay requirements. In this paper, we investigate the traffic characteristics of Stadia, the cloud-gaming solution from Google, which is likely to become one of the dominant players in the gaming sector. To do that, we design several experiments, and perform an extensive traffic measurement campaign to obtain all required data. Our first goal is to gather a deep understanding of Stadia traffic characteristics by identifying the different protocols involved for both signalling and video/audio contents, the traffic generation patterns, and the packet size and inter-packet time probability distributions. Then, our second goal is to understand how different Stadia games and configurations, such as the video codec and the video resolution selected, impact on the characteristics of the generated traffic. Finally, we aim to evaluate the ability of Stadia to adapt to different link capacity conditions, including those cases where the capacity drops suddenly. Our results and findings, besides illustrating the characteristics of Stadia traffic, are also valuable for planning and dimensioning future networks, as well as for designing new resource management strategies

    Managing Network Delay for Browser Multiplayer Games

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    Latency is one of the key performance elements affecting the quality of experience (QoE) in computer games. Latency in the context of games can be defined as the time between the user input and the result on the screen. In order for the QoE to be satisfactory the game needs to be able to react fast enough to player input. In networked multiplayer games, latency is composed of network delay and local delays. Some major sources of network delay are queuing delay and head-of-line (HOL) blocking delay. Network delay in the Internet can be even in the order of seconds. In this thesis we discuss what feasible networking solutions exist for browser multiplayer games. We conduct a literature study to analyze the Differentiated Services architecture, some salient Active Queue Management (AQM) algorithms (RED, PIE, CoDel and FQ-CoDel), the Explicit Congestion Notification (ECN) concept and network protocols for web browser (WebSocket, QUIC and WebRTC). RED, PIE and CoDel as single-queue implementations would be sub-optimal for providing low latency to game traffic. FQ-CoDel is a multi-queue AQM and provides flow separation that is able to prevent queue-building bulk transfers from notably hampering latency-sensitive flows. WebRTC Data-Channel seems promising for games since it can be used for sending arbitrary application data and it can avoid HOL blocking. None of the network protocols, however, provide completely satisfactory support for the transport needs of multiplayer games: WebRTC is not designed for client-server connections, QUIC is not designed for traffic patterns typical for multiplayer games and WebSocket would require parallel connections to mitigate the effects of HOL blocking

    Increasing Player Performance and Game Experience in High Latency Systems

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    Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work investigates if latency can be compensated using ANNs within a live first-person action game. We developed a 3D video game and coupled it with the prediction of an ANN. We trained our network on data of 24 participants who played the game in a first study. We evaluated our system in a second user study with 96 participants. To simulate latency in cloud game streaming services, we added 180 ms latency to the game by buffering user inputs. In the study we predicted latency values of 60 ms, 120 ms and 180 ms. Our results show that players achieve significantly higher scores, substantially more hits per shot and associate the game significantly stronger with a positive affect when supported by our ANN. This work illustrates that high latency systems, such as game streaming services, benefit from utilizing a predictive system

    Network Factors Influencing Packet Loss in Online Games

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    In real-time communications it is often vital that data arrive at its destination in a timely fashion. Whether it is the user experience of online games, or the reliability of tele-surgery, a reliable, consistent and predictable communications channel between source and destination is important. However, the Internet as we know it was designed to ensure that data will arrive at the desired destination instead of being designed for predictable, low-latency communication. Data traveling from point to point on the Internet is comprised of smaller packages known as packets. As these packets traverse the Internet, they encounter routers or similar devices that will often queue the packets before sending them toward their destination. Queued packets introduces a delay that depends greatly on the router configuration and the number of other packets that exist on the network. In times of high demand, packets may be discarded by the router or even lost in transmission. Protocols exist that retransmit lost packets, but these protocols introduce additional overhead and delays - costs that may be prohibitive in some applications. Being able to predict when packets may be delayed or lost could allow applications to compensate for unreliable data channels. In this thesis I investigate the effects of cross traffic and router configuration on a low bandwidth traffic stream such as that which is common in games. The experiments investigate the effects of cross traffic packet size, bit-rate, inter-packet timing and protocol used. The experiments also investigate router configurations including queue management type and the number of queues. These experiments are compared to real-world data and a mitigation strategy, where n previous packets are bundled with each new packet, is applied to both the simulated data and the real-world captures. The experiments indicate that most of the parameters explored had an impact on the packet loss. However, the real world data and simulated data differ and would require additional work to attempt to apply the lessons learned to real world applications. The mitigation strategy appeared to work well, allowing 90\% of all runs to complete without data loss. However, the mitigation strategy was implemented analytically and the actual implementation and testing has been left for future work

    Improving Usability of Mobile Applications Through Speculation and Distraction Minimization

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    We live in a world where mobile computing systems are increasingly integrated with our day-to-day activities. People use mobile applications virtually everywhere they go, executing them on mobile devices such as smartphones, tablets, and smart watches. People commonly interact with mobile applications while performing other primary tasks such as walking and driving (e.g., using turn-by-turn directions while driving a car). Unfortunately, as an application becomes more mobile, it can experience resource scarcity (e.g., poor wireless connectivity) that is atypical in a traditional desktop environment. When critical resources become scarce, the usability of the mobile application deteriorates significantly. In this dissertation, I create system support that enables users to interact smoothly with mobile applications when wireless network connectivity is poor and when the user’s attention is limited. First, I show that speculative execution can mitigate user-perceived delays in application responsiveness caused by high-latency wireless network connectivity. I focus on cloud-based gaming, because the smooth usability of such application is highly dependent on low latency. User studies have shown that players are sensitive to as little as 60 ms of additional latency and are aggravated at latencies in excess of 100ms. For cloud-based gaming, which relies on powerful servers to generate high-graphics quality gaming content, a slow network frustrates the user, who must wait a long time to see input actions reflected in the game. I show that by predicting the user’s future gaming inputs and by performing visual misprediction compensation at the client, cloud-based gaming can maintain good usability even with 120 ms of network latency. Next, I show that the usability of mobile applications in an attention-limited environment (i.e., driving a vehicle) can be improved by automatically checking whether interfaces meet best-practice guidelines and by adding attention-aware scheduling of application interactions. When a user is driving, any application that demands too much attention is an unsafe distraction. I first develop a model checker that systematically explores all reachable screens for an application and determines whether the application conforms to best-practice vehicular UI guidelines. I find that even well- known vehicular applications (e.g., Google Maps and TomTom) can often demand too much of the driver’s attention. Next, I consider the case where applications run in the background and initiate interactions with the driver. I show that by quantifying the driver’s available attention and the attention demand of an interaction, real-time scheduling can be used to prevent attention overload in varying driving conditions.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/136989/1/kyminlee_1.pd

    Koehenkilöiden suorituskykymittaukset: kuvataajuuden kasvattaminen ja latenssin kompensointi käyttäen kuvapohjaista renderöintia

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    Traditionally in computer graphics complex 3D scenes are represented as a collection of more primitive geometric surfaces. The geometric representation is then rendered into a 2D raster image suitable for display devices. Image based rendering is an interesting addition to a geometry based rendering. Performance is constrained only by display resolution, and not by scene geometry complexity or shader complexity. When used together with a geometry based renderer, an image based renderer can extrapolate additional frames into an animation sequence based on geometrically rendered frames. Existing research into image based rendering methods is investigated in context of interactive computer graphics. Also an image based renderer is implemented to run on a modern GPU shader architecture. Finally, it’s used in a first person shooter game experiment to measure task performance when using frame rate upconversion. Image based rendering is found to be promising for frame rate upconversion as well as for latency compensation. An implementation of an image based renderer is found feasible on modern GPUs. The experiment results show considerable improvement in test subject hit rates when using frame rate upconversion with latency compensation.Perinteisesti tietokonegrafiikassa monimutkaiset kolmiulotteiset maisemat kuvaillaan yksinkertaisempien geometristen pintojen kokoelmana. Geometrisesta kuvauksesta renderöidään kaksiulotteinen näyttöille sopiva rasterikuva. Kuvapohjainen renderöinti on mielenkiintoinen lisäys geometriapohjaisen renderöinnin rinnalle. Suorituskyky ei riipu virtuaalimaiseman geometrisestä monimutkaisuudesta tai varjostustehosteiden raskaudesta, vaan ainoastaan näytön erottelukyvystä. Yhdessä geometriapohjaisen renderöinnin kanssa käytettynä kuvapohjainen renderöija voi ekstrapoloida uusia kuvia animaatiosekvenssiin vanhojen tavallisesti renderöitujen kuvien perusteella. Kuvapohjaista renderöintia tutkitaan vuorovaikutteisen tietokonegrafiikan näkökulmasta olemassa olevan kirjallisuuden pohjalta. Lisäksi toteutetaan kuvapohjainen renderöija nykyaikaisille grafiikkasuorittimille. Lopuksi toteutetaan käyttäjäkoe käyttäen kuvapohjaista renderöijaa kuvataajuuden kasvattamiseksi, jossa koehenkilöiden suorituskykyä mitataan ammuskelupelissä. Kuvapohjainen renderöinti todetaan lupaavaksi keinoksi kuvataajuuden kasvattamiseksi ja latenssin kompensointiin. Kuvapohjaisen renderöijan toteuttaminen nykyaikaiselle grafiikkasuorittimille todetaan mahdolliseksi. Käyttäjäkokeen tulokset osoittavat, että koehenkilöiden osumatarkkuus koheni merkittävästi kun käytettiin kuvataajuuden kasvattamista ja latenssin kompensointia

    Peer-to-peer network architecture for massive online gaming

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    A dissertation submitted to the Faculty of Science, University of the Witwatersrand, Johannesburg, in fulfilment of the requirements for the degree of Master of Science. Johannesburg, 2014.Virtual worlds and massive multiplayer online games are amongst the most popular applications on the Internet. In order to host these applications a reliable architecture is required. It is essential for the architecture to handle high user loads, maintain a complex game state, promptly respond to game interactions, and prevent cheating, amongst other properties. Many of today’s Massive Multiplayer Online Games (MMOG) use client-server architectures to provide multiplayer service. Clients (players) send their actions to a server. The latter calculates the game state and publishes the information to the clients. Although the client-server architecture has been widely adopted in the past for MMOG, it suffers from many limitations. First, applications based on a client-server architecture are difficult to support and maintain given the dynamic user base of online games. Such architectures do not easily scale (or handle heavy loads). Also, the server constitutes a single point of failure. We argue that peer-to-peer architectures can provide better support for MMOG. Peer-to-peer architectures can enable the user base to scale to a large number. They also limit disruptions experienced by players due to other nodes failing. This research designs and implements a peer-to-peer architecture for MMOG. The peer-to-peer architecture aims at reducing message latency over the network and on the application layer. We refine the communication between nodes in the architecture to reduce network latency by using SPDY, a protocol designed to reduce web page load time. For the application layer, an event-driven paradigm was used to process messages. Through user load simulation, we show that our peer-to-peer design is able to process and reliably deliver messages in a timely manner. Furthermore, by distributing the work conducted by a game server, our research shows that a peer-to-peer architecture responds quicker to requests compared to client-server models

    Confucius Queue Management: Be Fair But Not Too Fast

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    When many users and unique applications share a congested edge link (e.g., a home network), everyone wants their own application to continue to perform well despite contention over network resources. Traditionally, network engineers have focused on fairness as the key objective to ensure that competing applications are equitably and led by the switch, and hence have deployed fair queueing mechanisms. However, for many network workloads today, strict fairness is directly at odds with equitable application performance. Real-time streaming applications, such as videoconferencing, suffer the most when network performance is volatile (with delay spikes or sudden and dramatic drops in throughput). Unfortunately, "fair" queueing mechanisms lead to extremely volatile network behavior in the presence of bursty and multi-flow applications such as Web traffic. When a sudden burst of new data arrives, fair queueing algorithms rapidly shift resources away from incumbent flows, leading to severe stalls in real-time applications. In this paper, we present Confucius, the first practical queue management scheme to effectively balance fairness against volatility, providing performance outcomes that benefit all applications sharing the contended link. Confucius outperforms realistic queueing schemes by protecting the real-time streaming flows from stalls in competing with more than 95% of websites. Importantly, Confucius does not assume the collaboration of end-hosts, nor does it require manual parameter tuning to achieve good performance

    Improved planning and resource management in next generation green mobile communication networks

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    In upcoming years, mobile communication networks will experience a disruptive reinventing process through the deployment of post 5th Generation (5G) mobile networks. Profound impacts are expected on network planning processes, maintenance and operations, on mobile services, subscribers with major changes in their data consumption and generation behaviours, as well as on devices itself, with a myriad of different equipment communicating over such networks. Post 5G will be characterized by a profound transformation of several aspects: processes, technology, economic, social, but also environmental aspects, with energy efficiency and carbon neutrality playing an important role. It will represent a network of networks: where different types of access networks will coexist, an increasing diversity of devices of different nature, massive cloud computing utilization and subscribers with unprecedented data-consuming behaviours. All at greater throughput and quality of service, as unseen in previous generations. The present research work uses 5G new radio (NR) latest release as baseline for developing the research activities, with future networks post 5G NR in focus. Two approaches were followed: i) method re-engineering, to propose new mechanisms and overcome existing or predictably existing limitations and ii) concept design and innovation, to propose and present innovative methods or mechanisms to enhance and improve the design, planning, operation, maintenance and optimization of 5G networks. Four main research areas were addressed, focusing on optimization and enhancement of 5G NR future networks, the usage of edge virtualized functions, subscriber’s behavior towards the generation of data and a carbon sequestering model aiming to achieve carbon neutrality. Several contributions have been made and demonstrated, either through models of methodologies that will, on each of the research areas, provide significant improvements and enhancements from the planning phase to the operational phase, always focusing on optimizing resource management. All the contributions are retro compatible with 5G NR and can also be applied to what starts being foreseen as future mobile networks. From the subscriber’s perspective and the ultimate goal of providing the best quality of experience possible, still considering the mobile network operator’s (MNO) perspective, the different proposed or developed approaches resulted in optimization methods for the numerous problems identified throughout the work. Overall, all of such contributed individually but aggregately as a whole to improve and enhance globally future mobile networks. Therefore, an answer to the main question was provided: how to further optimize a next-generation network - developed with optimization in mind - making it even more efficient while, simultaneously, becoming neutral concerning carbon emissions. The developed model for MNOs which aimed to achieve carbon neutrality through CO2 sequestration together with the subscriber’s behaviour model - topics still not deeply focused nowadays – are two of the main contributions of this thesis and of utmost importance for post-5G networks.Nos próximos anos espera-se que as redes de comunicações móveis se reinventem para lá da 5ª Geração (5G), com impactos profundos ao nível da forma como são planeadas, mantidas e operacionalizadas, ao nível do comportamento dos subscritores de serviços móveis, e através de uma miríade de dispositivos a comunicar através das mesmas. Estas redes serão profundamente transformadoras em termos tecnológicos, económicos, sociais, mas também ambientais, sendo a eficiência energética e a neutralidade carbónica aspetos que sofrem uma profunda melhoria. Paradoxalmente, numa rede em que coexistirão diferentes tipos de redes de acesso, mais dispositivos, utilização massiva de sistema de computação em nuvem, e subscritores com comportamentos de consumo de serviços inéditos nas gerações anteriores. O trabalho desenvolvido utiliza como base a release mais recente das redes 5G NR (New Radio), sendo o principal focus as redes pós-5G. Foi adotada uma abordagem de "reengenharia de métodos” (com o objetivo de propor mecanismos para resolver limitações existentes ou previsíveis) e de “inovação e design de conceitos”, em que são apresentadas técnicas e metodologias inovadoras, com o principal objetivo de contribuir para um desenho e operação otimizadas desta geração de redes celulares. Quatro grandes áreas de investigação foram endereçadas, contribuindo individualmente para um todo: melhorias e otimização generalizada de redes pós-5G, a utilização de virtualização de funções de rede, a análise comportamental dos subscritores no respeitante à geração e consumo de tráfego e finalmente, um modelo de sequestro de carbono com o objetivo de compensar as emissões produzidas por esse tipo de redes que se prevê ser massiva, almejando atingir a neutralidade carbónica. Como resultado deste trabalho, foram feitas e demonstradas várias contribuições, através de modelos ou metodologias, representando em cada área de investigação melhorias e otimizações, que, todas contribuindo para o mesmo objetivo, tiveram em consideração a retro compatibilidade e aplicabilidade ao que se prevê que sejam as futuras redes pós 5G. Focando sempre na perspetiva do subscritor da melhor experiência possível, mas também no lado do operador de serviço móvel – que pretende otimizar as suas redes, reduzir custos e maximizar o nível de qualidade de serviço prestado - as diferentes abordagens que foram desenvolvidas ou propostas, tiveram como resultado a resolução ou otimização dos diferentes problemas identificados, contribuindo de forma agregada para a melhoria do sistema no seu todo, respondendo à questão principal de como otimizar ainda mais uma rede desenvolvida para ser extremamente eficiente, tornando-a, simultaneamente, neutra em termos de emissões de carbono. Das principais contribuições deste trabalho relevam-se precisamente o modelo de compensação das emissões de CO2, com vista à neutralidade carbónica e um modelo de análise comportamental dos subscritores, dois temas ainda pouco explorados e extremamente importantes em contexto de redes futuras pós-5G

    Telecommunication Systems

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    This book is based on both industrial and academic research efforts in which a number of recent advancements and rare insights into telecommunication systems are well presented. The volume is organized into four parts: "Telecommunication Protocol, Optimization, and Security Frameworks", "Next-Generation Optical Access Technologies", "Convergence of Wireless-Optical Networks" and "Advanced Relay and Antenna Systems for Smart Networks." Chapters within these parts are self-contained and cross-referenced to facilitate further study
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