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Lightweight QoS-support for networked mobile gaming

Published: 30 August 2004 Publication History

Abstract

In this paper, we present an approach to provide Quality of Service (QoS) for networked mobile gaming. In order to examine the QoS requirements of mobile games, we ported a simple real-time game called GAV (GPL Arcade Volleyball) to a PDA and performed several traffic measurements over both GPRS and UMTS networks. We show that due to high end-to-end delay and delay jitter, real-time games are not supported by GPRS. While UMTS improves both delay and jitter, it still does not match the requirements of real-time games. The key reason for this problem is that overprovisioning, as it is used to allow real-time games in the Internet, is very expensive in mobile networks. At the same time, QoS classes for mobile networks are not tailored to real-time games. In order to reduce delay and jitter for this application class, while still accounting for the very bursty nature of real-time game flows, we propose to use a combination of statistical multiplexing and QoS guarantees. The general idea is to aggregate multiple game flows and perform reservation for that aggregate. As a theoretical background, we use a queuing system based model. Through simulation of a sample network with the traffic data generated by GAV, we validate our assumptions and demonstrate the performance and characteristics of our approach.

References

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cover image ACM Conferences
NetGames '04: Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
August 2004
326 pages
ISBN:158113942X
DOI:10.1145/1016540
  • Program Chair:
  • Wu-chang Feng
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 30 August 2004

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Author Tags

  1. QoS-support
  2. admission control
  3. flow aggregation
  4. mobile gaming
  5. queuing systems
  6. resource reservation

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SIGCOMM04
Sponsor:
SIGCOMM04: ACM SIGCOMM 2004 Conference
August 30, 2004
Oregon, Portland, USA

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  • (2018)Reliable User Datagram Protocol as a Solution to Latencies in Network GamesElectronics10.3390/electronics71102957:11(295)Online publication date: 2-Nov-2018
  • (2012)Research of Mobile IPv6 SwitchAdvanced Materials Research10.4028/www.scientific.net/AMR.433-440.4273433-440(4273-4278)Online publication date: 3-Jan-2012
  • (2010)SLA-Based Online Charging Model in Mobile EnvironmentProceedings of the 2010 IEEE 24th International Conference on Advanced Information Networking and Applications Workshops10.1109/WAINA.2010.156(911-914)Online publication date: 20-Apr-2010
  • (2010)Delay Characteristics and Server Update Optimization of Multiplayer Gaming in Mobile Environment2010 IEEE International Conference on Communications10.1109/ICC.2010.5502623(1-6)Online publication date: May-2010
  • (2009)Experiences from implementing a mobile multiplayer real-time game for wireless networks with high latencyInternational Journal of Computer Games Technology10.1155/2009/5303672009(1-14)Online publication date: 1-Jan-2009
  • (2009)MMORPG Player actionsMultimedia Tools and Applications10.1007/s11042-009-0300-145:1-3(191-214)Online publication date: 1-Oct-2009
  • (2008)Issues related to mobile multiplayer real-time games over wireless networks2008 International Symposium on Collaborative Technologies and Systems10.1109/CTS.2008.4543937(237-246)Online publication date: May-2008
  • (2008)Improving end-to-end quality-of-service in online multi-player wireless gaming networksComputer Communications10.1016/j.comcom.2008.02.02531:11(2685-2698)Online publication date: 1-Jul-2008
  • (2007)An aircraft cabin wireless system for games and video entertainmentComputers in Entertainment 10.1145/1236224.12362355:1(7-es)Online publication date: 1-Jan-2007
  • (2006)The fun of using TCP for an MMORPGProceedings of the 2006 international workshop on Network and operating systems support for digital audio and video10.1145/1378191.1378193(1-7)Online publication date: 26-May-2006
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