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Aspects of Networking in Multiplayer Computer Games

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Title: Aspects of Networking in Multiplayer Computer Games


1
Aspects of Networking in Multiplayer Computer
Games
  • Jouni Smed, Timo Kaukoranta, Harri Hakonen
  • Presented by
  • Sanghyun Yoo
  • Database Laboratory

2
Contents
  • Introduction
  • Networking Resources
  • Distribution Concepts
  • Scalability
  • Security and Cheating
  • Summary

3
Introduction
  • Distributed, real-time multiplayer computer games
    (MCGs)
  • in the vanguard of utilizing the networking
    possibilities
  • related research have been done
  • in military simulations, virtual reality systems,
    and computer supported cooperative working
  • the suggested solutions diverge from the problems
    posed by MCGs

4
Networking Resources
  • Bandwidth
  • the proportion of the amount of data transmitted
    or received per unit time
  • bandwidth requirements depend on
  • frequency and size of messages
  • the number and distribution of users
  • the transmission technique (unicasting,
    multicasting, broadcasting)
  • Latency
  • the length of time (or delay) that incurs when a
    message gets from one designated node to another
  • cannot be totally eliminated
  • Computational Power
  • for handling network traffic

5
Distribution Concepts (1/6)
  • Communication Architectures
  • single node
  • peer-to-peer
  • client/server
  • server-network

c
6
Distribution Concepts (2/6)
  • Data and Control Architectures
  • centralized architecture
  • only one node holds the data
  • must use a two-way relay for networking due to
    the consistency requirements
  • distributed architecture
  • each node holds a subset of the data
  • player controlled entities, whose behavior is
    unpredictable and for whom there can be only one
    source of commands
  • indeterminism

7
Distribution Concepts (3/6)
  • Data and Control Architectures (cont'd)
  • replicated architecture
  • a copy of the same data exist in all nodes
  • non-player characters and other computer
    generated entities are predictable and need not
    send frequent control messages
  • determinism
  • both of distributed and replicated architecture
  • use the short-circuit relay and provide higher
    responsiveness

8
Distribution Concepts (4/6)
  • Compensatory Techniques
  • Message Compression and Aggregation
  • saves bandwidth
  • requires extra computation and weakens the
    responsiveness
  • Interest Management
  • allows the nodes to express interest in only the
    subset of information that is relevant to them
  • aims at reducing the number of transmitted
    messages by specifying the interested receivers
  • aura
  • the area of interest
  • an subspace where interaction occurs
  • can be divided further into a focus and a nimbus

9
Distribution Concepts (5/6)
  • Focus and Nimbus
  • Auras (areas of interest)

10
Distribution Concepts (6/6)
  • Compensatory Techniques (cont'd)
  • Dead Reckoning
  • predicting the data from the other nodes
  • which allows to prolong the interval of message
    transmissions and abolish the network latency at
    the cost of data consistency
  • the messages can be sent only when dead reckoning
    exceeds some error threshold
  • Dead Reckoning

11
Scalability (1/3)
  • Serial and Parallel Execution
  • No Serializable Part
  • No Parallel Part
  • Parellel and Serial Computation

12
Scalability (2/3)
  • Serial and Parallel Execution (cont'd)
  • for serializable parts
  • the nodes must agree on the sequence of events
  • the communication capacity in a client/server
    architecture using unicast
  • d f n C
  • d the number of bits in a message
  • f the transmission frequency
  • n the number of unicast connections
  • C the maximum capacity of the communication
    channel

13
Scalability (3/3)
  • Communication Capacity

m the number of servers, n the number of clients
14
Security and Cheating (1/2)
  • Packet and Traffic Tampering
  • reflex augmentation
  • the proxy replaces human reaction to produce
    superior results
  • e.g., aiming proxy
  • packet interception
  • the proxy prevents certain packets from reaching
    the cheating player
  • e.g., suppressing the packets containing damage
    information
  • packet replay
  • the same packet is sent repeatedly
  • e.g., the fire command packet

15
Security and Cheating (2/2)
  • Information Exposure
  • to utilize the server
  • which can check whether a client issuing a
    command is actually aware of the object with
    which it is operating
  • democratized version
  • Design Defects
  • can create loopholes which the cheaters are apt
    to exploit

16
Summary
  • Aspects of MCGs
  • networking resources
  • bandwidth, latency, computational power
  • distribution concepts
  • communication, data and control architectures
  • compensatory techniques
  • scalability
  • parallel and serial parts
  • communication capacity
  • the problems of ensuring security in MCGs
  • tampering, information exposure, design defects

17
On the Impact of Delay on Real-Time Multiplayer
Games
  • Lothar Pantel, Lars C. Wolf
  • Presented by
  • Sanghyun Yoo
  • Database Laboratory

18
Contents
  • Introduction
  • Multiplayer Games
  • Experimental Evaluation
  • Summary

19
Introduction
  • Multiplayer Games
  • several persons interact simultaneously over
    networks like the Internet
  • network transmission delay
  • a major problem of networked multiplayer games
  • cannot be avoided completely
  • it is important to investigate the impact such
    delay can have on the performance of multiplayer
    games

20
Multiplayer Games (1/2)
  • Delay
  • the time between the generation of an event and
    the resulting update of the game state including
    the presentation to the users
  • leads to significant problems for real-time
    multiplayer games

21
Multiplayer Games (2/2)
  • Experiments with Commercial Games
  • Re-Volt and Need-for-Speed
  • delay of approximately 100ms and 200ms
  • five tests
  • start release
  • start process
  • simultaneous starting
  • driving with constant speed
  • collision treatment
  • observed results
  • the games provided very limited handling of delay
    effects only

22
Experimental Evaluation (1/9)
  • Principle Setup
  • to enhance the consistency
  • delay the presentation of the actual game state

23
Experimental Evaluation (2/9)
  • Implementation

24
Experimental Evaluation (3/9)
  • Performed Experiments
  • four aspects
  • average time per round in dependence on delay
  • best time per round in dependence on delay
  • driven course
  • frequency of leaving the course

25
Experimental Evaluation (4/9)
  • Results
  • average time per round

26
Experimental Evaluation (5/9)
  • Results (cont'd)
  • best times per round

27
Experimental Evaluation (6/9)
  • Results (cont'd)
  • mean of average round time

28
Experimental Evaluation (7/9)
  • Results (cont'd)
  • frequency of departure from course

29
Experimental Evaluation (8/9)
  • Results (cont'd)
  • driven course
  • drivers who had some rolling motions
  • entered a zigzag course from 100 ms to 250 ms
    delay
  • drivers who avoided rolling motions
  • entered a zigzag course from 100 ms to 300 ms
    delay

30
Experimental Evaluation (9/9)
  • Results (cont'd)
  • subjective impression

31
Summary
  • The Impact of Delay
  • a delay up to 50 ms is uncritical for a
    car-racing game
  • by the objective measurements
  • by the spontaneous statements of the participants
  • a delay of more than 100 ms should be avoided
  • in the overview view
  • if the system should provide for some realistic
    driving behavior
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