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Distributed games

Distributed games. Prof. Henning Schulzrinne Dept. of Computer Science Columbia University (with material by M. Claypool et al.). Game types. User Input. Process and Validate Input. Message: User Input. Response time. Message: Ok User Input. Render Input. Time.

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Distributed games

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  1. Distributed games Prof. Henning Schulzrinne Dept. of Computer Science Columbia University (with material by M. Claypool et al.) Telia-Sonera (TSIC)

  2. Game types Telia-Sonera (TSIC)

  3. User Input Process and Validate Input Message: User Input Response time Message: Ok User Input Render Input Time Why Does Latency Matter? Affects responsiveness Telia-Sonera (TSIC) G. Armitage & M. Claypool, June 2006

  4. How Much Does Latency Matter? Depends upon precision of task Telia-Sonera (TSIC) M. Claypool & K. Claypool, Nov. 2006

  5. How Much Does Latency Matter? Depends upon deadline of task Telia-Sonera (TSIC) M. Claypool & K. Claypool, Nov. 2006

  6. Third-Person Avatar Omnipresent First-Person Avatar Precision and Deadline Lower Casting Area Spell Running Exploring Shooting Grenades Precision Shooting Machine Gun Fighting Combat Racing Moving Higher Drinking Health Potion Shooting Sniper Building Deadline Tighter Looser Telia-Sonera (TSIC) M. Claypool & K. Claypool, Nov. 2006

  7. Traffic summary FPS use UDP, MMO TCP. Older generations of RTS used UDP, new ones TCP. Telia-Sonera (TSIC)

  8. Player Performance vs. Latency VoIP Telia-Sonera (TSIC) M. Claypool & K. Claypool, Nov. 2006

  9. Conclusions • Increasing variety of networked games in all categories • Both local (e.g., 802.11) and wide-area • Wide-area mostly server-based to maintain persistent universe • Traffic very similar to VoIP • regular updates every 10-100 ms • often, UDP with modest-sized packets (hundreds of bytes) • Latency requirements more stringent than VoIP for FPS • similar or more lenient for other game types • Increasing use of voice as human-human side channel Telia-Sonera (TSIC)

  10. References • Mark Claypool and Kajal Claypool, “Latency and Player Actions in Online Games”, Communications of the ACM, 49(11), Nov. 2006. • Chris Chambers, Wu-chang Feng, Sambit Sahu and Debanjan Saha, “Measurement-based Characterization of a Collection of On-line Games", Proceedings of the ACM Internet Measurement Conference (IMC), Berkeley, CA, USA, Oct. 2005. • Mark Claypool, “On the 802.11 Turbulence of Nintendo DS and Sony PSP Hand-held Network Games”, In Proceedings of the 4th ACM Network and System Support for Games (NetGames), Hawthorne, NY, USA, Oct. 2005. • Mark Claypool, “The Effect of Latency on User Performance in Real-Time Strategy Games”, Elsevier Computer Networks, special issue on Networking Issues in Entertainment Computing, 49(1), pp. 52-70, Sept. 2005. • Sebastian Zander and Grenville Armitage, “A Traffic Model for the Xbox Game Halo 2", Proceedings of International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV) Stevenson, WA, USA, June 2005. • Tanja Lang, Philiip Branch and Grenville Armitage, “A Synthetic Traffic Model for Quake 3", ACM SIGCHI Advances in Computer Entertainment (ACE), Singapore, June 2004. • Tanja Lang, Grenville Armitage, Philip Branch and Hwan-Yi Choo, “A Synthetic Traffic Model for Half Life", Australian Telecommunications Networks & Applications Conference (ATNAC), Melbourne, Australia, Dec. 2003. Telia-Sonera (TSIC)

  11. References, cont’d. • James Nichols and Mark Claypool. “The Effects of Latency on Online Madden NFL Football”, In Proceedings of the 14th ACM International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV), Kinsale, County Cork, Ireland, June 16-18, 2004. Online at: http://www.cs.wpi.edu/~claypool/papers/madden/ • Grenville Armitage, Mark Claypool, and Philip Branch. “Networking and Online Games: Understanding and Engineering Multiplayer Internet Games”, John Wiley and Sons, Ltd., June 2006. ISBN 0470018577. Online at: http://www.cs.wpi.edu/~claypool/papers/book/ Telia-Sonera (TSIC)

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