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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 l.jpg

Distributed games

Prof. Henning Schulzrinne

Dept. of Computer Science

Columbia University

(with material by M. Claypool et al.)

Telia-Sonera (TSIC)


Game types l.jpg
Game types

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Why does latency matter l.jpg

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


How much does latency matter l.jpg
How Much Does Latency Matter?

Depends upon precision of task

Telia-Sonera (TSIC)

M. Claypool & K. Claypool, Nov. 2006


How much does latency matter5 l.jpg
How Much Does Latency Matter?

Depends upon deadline of task

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M. Claypool & K. Claypool, Nov. 2006


Precision and deadline l.jpg

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

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M. Claypool & K. Claypool, Nov. 2006


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Traffic summary

FPS use UDP, MMO TCP. Older generations of

RTS used UDP, new ones TCP.

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Player Performance vs. Latency

VoIP

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M. Claypool & K. Claypool, Nov. 2006


Conclusions l.jpg
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

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References l.jpg
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.

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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/

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