Title: Aspects of Networking in Multiplayer Computer Games
1Aspects of Networking in Multiplayer Computer
Games
- Jouni Smed, Timo Kaukoranta, Harri Hakonen
- Presented by
- Sanghyun Yoo
- Database Laboratory
2Contents
- Introduction
- Networking Resources
- Distribution Concepts
- Scalability
- Security and Cheating
- Summary
3Introduction
- 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
4Networking 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
5Distribution Concepts (1/6)
- Communication Architectures
- single node
- peer-to-peer
- client/server
- server-network
c
6Distribution 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
7Distribution 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
8Distribution 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
9Distribution Concepts (5/6)
- Auras (areas of interest)
10Distribution 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
11Scalability (1/3)
- Serial and Parallel Execution
- Parellel and Serial Computation
12Scalability (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
13Scalability (3/3)
m the number of servers, n the number of clients
14Security 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
15Security 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
16Summary
- 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
17On the Impact of Delay on Real-Time Multiplayer
Games
- Lothar Pantel, Lars C. Wolf
- Presented by
- Sanghyun Yoo
- Database Laboratory
18Contents
- Introduction
- Multiplayer Games
- Experimental Evaluation
- Summary
19Introduction
- 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
20Multiplayer 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
21Multiplayer 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
22Experimental Evaluation (1/9)
- Principle Setup
- to enhance the consistency
- delay the presentation of the actual game state
23Experimental Evaluation (2/9)
24Experimental 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
25Experimental Evaluation (4/9)
- Results
- average time per round
26Experimental Evaluation (5/9)
- Results (cont'd)
- best times per round
27Experimental Evaluation (6/9)
- Results (cont'd)
- mean of average round time
28Experimental Evaluation (7/9)
- Results (cont'd)
- frequency of departure from course
29Experimental 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
30Experimental Evaluation (9/9)
- Results (cont'd)
- subjective impression
31Summary
- 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