358 research outputs found
Analyzing the effect of tcp and server population on massively multiplayer games
Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows
Scalable software architecture for distributed MMORPG traffic generation based on integration of UrBBaN-Gen and IMUNES
We present a scalable software architecture for distributed traffic generation capable of producing Massively Multiplayer Online Role-Playing Game (MMORPG) packet flows in a statistically accurate manner for thousands of concurrent players. The main challenge, to achieve truly massive scale traffic generation, has been achieved by introducing kernel based virtualization, pioneered by the network simulator/emulator IMUNES, into the User Behaviour Based Network Traffic Generation (UrBBan-Gen, introduced in our earlier work). The UrBBan-Gen software architecture consists of four modules: Service repository, Control function and user interface, Behaviour process, and Traffic generation process. IMUNES has been integratedinto the virtualization part of the Traffic generation process,which has resulted in two improvements: 1) increasing thenumber of generated packet flows while accurately replicating the required statistical properties, and, 2) introducing the ability to run various network scenarios in simulated, as well as real networks, under realistic traffic loads. With respect to the traffic generation capabilities of the previous version of UrBBan-Gen, which was based on Linux containers, the IMUNES based solution demonstrates higher scalability, lower packet loss rates, and lower CPU load for both the UDP traffic at high packet rate and “thin” TCP traffic flows typical for MMORPGs
On the effectiveness of an optimization method for the traffic of TCP-based multiplayer online games
This paper studies the feasibility of using an optimization method, based on multiplexing and header compression, for the traffic of Massively Multiplayer Online Role Playing Games (MMORPGs) using TCP at the Transport Layer. Different scenarios where a number of flows share a common network path are identified. The adaptation of the multiplexing method is explained, and a formula of the savings is devised. The header compression ratio is obtained using real traces of a popular game and a statistical model of its traffic is used to obtain the bandwidth saving as a function of the number of players and the multiplexing period. The obtained savings can be up to 60 % for IPv4 and 70 % for IPv6. A Mean Opinion Score model from the literature is employed to calculate the limits of the multiplexing period that can be used without harming the user experience. The interactions between multiplexed and non-multiplexed flows, sharing a bottleneck with different kinds of background traffic, are studied through simulations. As a result of the tests, some limits for the multiplexing period are recommended: the unfairness between players can be low if the value of the multiplexing period is kept under 10 or 20 ms. TCP background flows using SACK (Selective Acknowledgment) and Reno yield better results, in terms of fairness, than Tahoe and New Reno. When UDP is used for background traffic, high values of the multiplexing period may stress the unfairness between flows if network congestion is severe
Serious Gaming for Test & Evaluation of Clean-Slate (Ab Initio) National Airspace System (NAS) Designs
Incremental approaches to air transportation system development inherit current architectural constraints, which, in turn, place hard bounds on system capacity, efficiency of performance, and complexity. To enable airspace operations of the future, a clean-slate (ab initio) airspace design(s) must be considered. This ab initio National Airspace System (NAS) must be capable of accommodating increased traffic density, a broader diversity of aircraft, and on-demand mobility. System and subsystem designs should scale to accommodate the inevitable demand for airspace services that include large numbers of autonomous Unmanned Aerial Vehicles and a paradigm shift in general aviation (e.g., personal air vehicles) in addition to more traditional aerial vehicles such as commercial jetliners and weather balloons. The complex and adaptive nature of ab initio designs for the future NAS requires new approaches to validation, adding a significant physical experimentation component to analytical and simulation tools. In addition to software modeling and simulation, the ability to exercise system solutions in a flight environment will be an essential aspect of validation. The NASA Langley Research Center (LaRC) Autonomy Incubator seeks to develop a flight simulation infrastructure for ab initio modeling and simulation that assumes no specific NAS architecture and models vehicle-to-vehicle behavior to examine interactions and emergent behaviors among hundreds of intelligent aerial agents exhibiting collaborative, cooperative, coordinative, selfish, and malicious behaviors. The air transportation system of the future will be a complex adaptive system (CAS) characterized by complex and sometimes unpredictable (or unpredicted) behaviors that result from temporal and spatial interactions among large numbers of participants. A CAS not only evolves with a changing environment and adapts to it, it is closely coupled to all systems that constitute the environment. Thus, the ecosystem that contains the system and other systems evolves with the CAS as well. The effects of the emerging adaptation and co-evolution are difficult to capture with only combined mathematical and computational experimentation. Therefore, an ab initio flight simulation environment must accommodate individual vehicles, groups of self-organizing vehicles, and large-scale infrastructure behavior. Inspired by Massively Multiplayer Online Role Playing Games (MMORPG) and Serious Gaming, the proposed ab initio simulation environment is similar to online gaming environments in which player participants interact with each other, affect their environment, and expect the simulation to persist and change regardless of any individual player's active participation
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games
Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows
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Distributed virtual environment scalability and security
Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads.
This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW’s workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today’s consumers, regardless of its overhead.
Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption.
A trusted auditing system (“Carbon”) is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE’s risk tolerance.
Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals.
Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead
Perfil de la investigación académica sobre Juegos Masivos en Línea para Múltiples Jugadores (JMLMJ) 2000-2009: Horizontes para la investigación educativa
DOI: http://dx.doi.org/10.17227/01234870.38folios75.94Whilst there exists a large body of publications around Massively Multiplayer On-line Role-Play Gaming (MMORPG), there is little profiling academic research on this type of game. This study aims at unveiling what, when, where and who constitute scholarly work in research about MMORPG. A 777-register dataset was configured with primary documents taken from 16 databases and two web-portals. The dataset was drilled down using specialized text-mining software. Findings revealed four main research interests that comprise the games themselves, gaming experiences, systems architecture and educational MMORPG. It was also found that research on this topic started out in 2002 and some milestones of emerging research were charted out. The most prolific organizations and authors were also identified in which the USA, Canada and Italy occupy outstanding places. It is recommended that research profiling studies be carried out to extendmore informed literature reviews and support further research questions.La investigación sobre Juegos Masivos en Línea para Múltiples Jugadores (JMLMJ) es amplia; sin embargo, no hay mucha literatura especializada que perfile la investigación sobre este tipo específico de juegos. El presente estudio persigue describir el qué, el cuándo, el dónde y el quién que constituyen trabajo investigativo y académico sobre los JMLMJ. Se configuró una base de datos de 777 registros con documentos de investigación provenientes de 16 bases de datos académicas y dos portales web. La base de datos que se organizó fue explorada utilizando un software especializado en minería de textos. Los resultados revelan cuatro tendencias principales en la investigación sobre los JMLMJ: los juegos en sí mismos, las experiencias de juego, los sistemas de arquitectura de estos juegos y los JMLMJ relacionados con el fenómeno educativo. Se encontró que la investigación sobre estos juegos se origina en 2002 y se encontraron rutas de investigación relacionadas como desarrollo del campo. Se identificaron los autores más prolíficos quienes son provenientes de organizaciones en USA, Canadá e Italia. Se recomienda la realización de estudios de perfil para ampliar las revisiones de literatura que sustente la formulación de preguntas de investigación
Living City, A Collaborative Browser-Based Massively Multiplayer Online Game
This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections
Education Unleashed: Participatory Culture, Education, and Innovation in Second Life
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real
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