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1
Weve Got Game!Teaching and Researching
Computer Games at WPI
  • Mark Claypool
  • Assistant Professor
  • Computer Science Department
  • Worcester Polytechnic Institute
  • Worcester, MA, USA
  • http//www.cs.wpi.edu/claypool

2
Outline
  • Interactive Media and Game Development
  • Aspects of Networking
  • Latency and Warcraft III

3
A Proposal for a New Major
Interactive Media and Game Development
  • David Finkel, Computer Science
  • Frederick Bianchi, Humanities and Arts
  • Mark Claypool, Computer Science
  • Michael Gennert, Computer Science
  • Patrick Quinn, Humanities and Arts

4
Opportunity
  • Games are growing
  • In 2000, U.S. economy grew by 7 while computer
    game industry grew by 15
  • (International Digital Software Association,
    2001)
  • 60 of Americans age 6 play computer games
  • (International Digital Software Association,
    2001)
  • 221 million computer games sold in 2002
  • 2 games for every household in America
  • Exact labor statistics are difficult to obtain
  • But indicators are that game companies are hiring
  • Recent ad by Electronic Arts say triple digits
  • Not many 4-year technical degree programs

5
Related Programs
  • Over 60 different academic programs
  • (Game Developers Magazine, Game Career Guide
    2003)
  • Many at art schools (no technical component)
  • Many certificate or 2-year programs
  • CMU offers MA in Entertainment Technology
  • SMU offers 18-month certificate (Guildhall)
  • USC announced minor in game development
  • Few full undergraduate majors at 4-year
    universities

6
A Proposal for a New Major
  • A Proposal
  • Offered with many existing courses
  • Some new, core courses
  • Offered with many existing resources
  • Some new dedicated faculty
  • Some new gaming labs
  • Benefits of
  • Attracting new students
  • Solidifying education of game developers
  • Future extension to minor and graduate programs

7
The Undergraduate Major
  • Based on
  • IGDA Curriculum Framework (Feb 2003)
  • Examination of other programs
  • Consultation with GDC, other academics,
    administration, marketing
  • Core courses with fundamental ideas for game
    development
  • Two tracks
  • Technical
  • Artistic
  • Emphasize well-rounded B.S. with game development
    strength

8
Core Courses
  • Critical Game Studies
  • Non-technical study of use, history, and industry
    of games. Develop vocabulary, analyze merits and
    tools and why some games are successful.
  • Game Development Process
  • Discuss roles of participants, artistic and
    technical. Importance of testing and play
    testing. Students will develop games or parts of
    games.
  • Social Issues in Game Development
  • Human need for play, philosophy of games, social
    interactions in multiplayer games, role of
    violence and ethical and legal issues for games

9
Technical Track
  • 3 core courses
  • 5 math (Lin Alg, Prob and Stats)
  • 3 science (Physics and Bio)
  • 11 computer science (HCI, Soft Eng, Arch,
    Networks, Graphics, Animation, AI)
  • 2 advanced technical
  • 3 humanities (Writing, Studio Art)
  • Sufficiency, IQP, MQP

10
Artistic Track
  • 3 core courses
  • 2 science (Physics and Bio)
  • 1 math
  • 3 writing
  • 3 studio art
  • 2 computer art
  • 2 drama or music
  • Sufficiency, IQP, MQP

11
Advanced Courses
  • Two Technical
  • Programming of games, 2d and 3d game engines,
    sound and music implementations, networking,
    latency compensation
  • Artistic
  • Visual arts, music, sound and writing for game
    play, aspects of interactivity

12
Resources Required
  • Directors for technical an artistic tracks
  • Could be appointed from WPI faculty
  • Three (new) dedicated faculty
  • 2 in Humanities
  • 1 in Computer Science
  • Game development environment
  • Software (develop some in-house)
  • Equipment (general and special purpose)
  • Space

13
When Might This All Happen?
  • Spring 2004
  • Approval by administration and faculty
  • If successful Summer 2004
  • Prepare core courses
  • Academic year 2004-2005
  • Core course offerings (experimental)
  • Marketing
  • Development of game laboratory
  • Summer 2005
  • Advance course preparation
  • Academic year 2005-2006
  • All new courses in place
  • New major in place
  • New tenure-track faculty hired
  • Academic year 2007
  • Minor, grad program, additional faculty

14
Outline
  • Interactive Media and Game Development
  • Aspects of Networking
  • Network Resource Limitations
  • Compensation Techniques
  • Security and Cheating
  • Latency and Warcraft III

15
Network Resource Limitations
  • Distributed simulations face three resource
    limitations
  • Network bandwidth
  • Network latency
  • Host processing power (to handle network)
  • Physical restrictions that the system cannot
    overcome
  • Must be considered in the design of the
    application
  • (More on each, next)

16
Capacity
  • Data sent/received per time
  • LAN 10 Mbps to 10 Gbps
  • Limited size and scope
  • WANs tens of kbps from modems, to 1.5 Mbps (T1,
    broadband), to 55 Mbps (T3)
  • Potentially enormous, Global in scope
  • Number of users, size and frequency of messages
    determines capacity
  • As does transmission technique
  • Multicast, Unicast, Broadcast

17
Latency
  • Delay when message sent until received
  • Variation (jitter) also matters
  • Cannot be totally eliminated
  • Speed of light propagation yields 25-30 ms across
    Atlantic
  • With routing and queuing, usually 80 ms
  • Application tolerances
  • File download minutes
  • Web page download up to 10 seconds
  • Interactive audio 100s of ms
  • MCG latencies tolerance depends upon game
  • First-Person Shooters 100s of ms
  • Real-Time Strategy up to 1 second
  • Other games

18
Computational Power
  • Processing to send/receive packets
  • Most devices powerful enough for raw sending
  • Can saturate LAN
  • Rather, application must process state in each
    packet
  • Especially critical on resource-constrained
    devices
  • i.e.- hand-held console, cell phone, PDA,

19
Outline
  • Interactive Media and Game Development
  • Aspects of Networking
  • Network Resource Limitations
  • Compensation Techniques
  • Security and Cheating
  • Latency and Warcraft III

20
Data and Control Architectures
  • Want consistency
  • Same state on each node
  • Needs tightly coupled, low latency, small nodes
  • Want responsiveness
  • More computation locally to reduce network
  • Loosely coupled
  • In general, cannot do both. Tradeoffs.

21
Networked Multiplayer Game Architectures
  • Centralized
  • Use only two-way relay (no short-circuit)
  • One node holds data so view is consistent at all
    times
  • Lacks responsiveness
  • Distributed and Replicated
  • Allow short-circuit relay
  • Replicated has copies, used when predictable (ie-
    non-player characters)
  • Distributed has local node only, used when
    unpredictable (ie- players)
  • May be inconsistent

22
Interest Management Auras
  • Nodes express area of interest to them
  • Do not get messages for outside areas
  • - Only circle sent even if
  • world is larger.
  • Can implement with
  • square to make simpler

23
Interest Management- Focus and Nimbus
  • nimbus must intersect with focus to receive
  • Example Hider has smaller nimbus, so Seeker
  • cannot see, while Hider can see Seeker since
  • Seekers nimbus intersects Hiders focus

24
Dead Reckoning
  • Based on ocean navigation techniques
  • Predict position based on last known position
    plus direction
  • Can also only send updates when deviates past a
    threshold
  • When prediction differs, get warping or
    rubber-banding effect

25
Security and Cheating
  • Unique to games
  • Other multi-person applications typically dont
    have same type of cheating problems
  • Cheaters want
  • Vandalism create havoc (relatively few)
  • Dominance gain advantage (more)

26
Packet and Traffic Tampering
  • Reflex augmentation - enhance cheaters reactions
  • Example aiming proxy monitors opponents movement
    packets, when cheater fires, improve aim
  • Packet interception prevent some packets from
    reaching cheater
  • Example suppress damage packets, so cheater is
    invulnerable
  • Packet replay repeat event over for added
    advantage
  • Example multiple bullets or rockets if otherwise
    limited

27
Preventing Packet Tampering
  • Cheaters figure out by changing bytes and
    observing effects
  • Prevent by MD5 checksums (fast, public)
  • Still cheaters can
  • Reverse engineer checksums
  • Attack with packet replay
  • So
  • Encrypt packets
  • Add sequence numbers (or encoded sequence
    numbers) to prevent replay

28
Information Exposure
  • Allows cheater to gain access to replicated,
    hidden game data (i.e. status of other players)
  • Passive, since does not alter traffic
  • Example defeat fog of war in RTS, see through
    walls in FPS
  • Cannot be defeated by network alone
  • Instead
  • Sensitive data should be encoded
  • Kept in hard-to-detect memory location
  • Centralized server may detect cheating (example
    attack enemy could not have seen)
  • Harder in replicated system, but can still share

29
Outline
  • Interactive Media and Game Development
  • Aspects of Networking
  • Latency and Warcraft III

30
The Effects of Latencyon User Performance in
Warcraft III
  • Nathan Sheldon, Eric Gerard, Seth Borg, Mark
    Claypool, Emmanuel Agu
  • ACM NetGames Workshop
  • Redwood City, CA, USA
  • May 2003
  • http//www.cs.wpi.edu/claypool/papers/war3/

31
Why Study Warcraft III?
  • Top selling computer game genres
  • Strategy (27.4)
  • Childrens (15.9)
  • Shooter (11.5)
  • Family Entertainment (9.6)
  • Warcraft III set sales record
  • Fastest to sell 1 million copies

Top Ten Industry Facts, Interactive Digital
Software Association, May 2003.
Warcraft III - Shatters Sales Records
Worldwide..., Blizzard Press Release, October
2002
32
Network Games and Latency
  • Latency degrades performance of interactive
    applications
  • Web-browsing seconds
  • Internet phone 100s of milliseconds
  • First Person Shooters (FPS) 100s of
    milliseconds
  • Real-Time Strategy (RTS)?
  • Knowing effects of latency useful for
  • Building better network games
  • Building better networks to support games (QoS)
  • ? Effects of Latency on Warcraft III (RTS)

33
Outline
  • Introduction ?
  • Experiments ?
  • Analysis
  • Conclusions

34
Warcraft III Overview
  • RTS User Interaction
  • Components
  • Exploration
  • Building
  • Combat

35
Exploration Map
  • Performance?
  • Time
  • (to reach end)

36
Building Map
  • Performance?
  • Time
  • (to build tech-
  • nology tree)

37
Combat Map
  • Performance?
  • Games Won
  • Unit Scores

38
Controlling Latency
  • Warcraft III uses client-server
  • Set computer B as server (also a client)
  • Set computer C or D as client
  • NIST Net on computer A
  • Induce latency 0 ms to 3500 ms

39
Outline
  • Introduction ?
  • Experiments ?
  • Analysis
  • Application Level ?
  • Network Level
  • User Level
  • Conclusions

40
Building and Latency
41
Exploration and Latency
42
Combat and Latency (1)
43
Combat and Latency (2)
44
Outline
  • Introduction ?
  • Experiments ?
  • Analysis
  • Application Level ?
  • Network Level ?
  • User Level
  • Conclusions

45
Bandwidth
3.8 Kbps
4.0 Kbps
6.8 Kbps
46
Inter-Packet Times
47
Payload Distributions
48
Payload Distributions and Latency
49
Commands and Latency
  • Pilot studies suggest 6 bytes of overhead per
    command
  • Remove 6 bytes from each packet payload
  • Add up remaining command payloads

50
Outline
  • Introduction ?
  • Experiments ?
  • Analysis
  • Application Level ?
  • Network Level ?
  • User Level ?
  • Conclusions

51
User-Level Analysis
  • 0-500 ms latency, users could easily adjust
  • 800 ms, game appeared erratic
  • Degradation in gaming experience
  • 500-800 ms degradation depended upon
  • User
  • More skilled were more sensitive
  • Strategy
  • Micro managers were more sensitive
  • Combat managers were more sensitive

52
Conclusions
  • Typical Internet latencies do not significantly
    affect user performance in Warcraft III
  • Some effect on exploration
  • No statistical effect on building or combat
  • RTS game play emphasizes strategy (which takes
    10s of seconds or minutes), not real-time
  • RTS games less sensitive to latency than are FPS
  • RTS in QoS class similar to that of Web browsing
  • At the network level
  • Small packets with low bandwidth
  • Command aggregation at higher latencies

53
Ongoing Work
  • Effects of latency on user strategies
  • Other RTS games (done!)
  • Age of Mythology
  • Command and Conquer Generals
  • Effects of latency on other genres
  • First Person Shooter (UT 2003)
  • Multiplayer Role Playing Game
  • Effects of loss

54
Weve Got Game!Teaching and Researching
Computer Games at WPI
  • Mark Claypool
  • Assistant Professor
  • Computer Science Department
  • Worcester Polytechnic Institute
  • Worcester, MA, USA
  • http//www.cs.wpi.edu/claypool
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