Title: MCCA : A Communication Architecture for Online Multiplayer Games
1MCCA A Communication Architecture for Online
Multiplayer Games
2Outline
- Background
- Problem
- Solution
- Evaluation
- Summary
3Video Games
- Simulate a virtual world, and represent players
as avatars with cool guns and swords ?
4Online Multiplayer Games
- Run multiple game instances and desire to
converge to the same game state
Type Communicated Data Allow Discrepancy
Deterministic Player action ?
Non-deterministic Changes in game object properties ?
5Problem
- Traditional Challenges gt game traffic
- Limited upload capacity communication delay
- New Challenges gt heterogeneous traffic
Feature Latency Sensitive Require Reliability Require Order
VoIP ?
File transfer ?
Text chat ? ?
6Background
Area-of-Interest (AOI)
Predictive Contract Mechanism (PCM)
Network Quality of Service (e.g., OverQoS)
7Approach
Game
VoIP
File
Game
Optimizations
?
Requirements
MCCA
Services Information
Services
Network Services
- Simplify development
- Key Idea 1 Divide and Conquer
- Efficient use of network resources
- Key Idea 2 Cooperate with the Game
- Support for new game level optimizations
- Enable game adaptation to network conditions
8Key Ideas
- KEY 1 Divide and Conquer
- Differentiated Services
- Class Definition
- Priority
- Order reliability
- Loss rate
- Latency requirements
- Bit-rate throttling
9Key Ideas (cont.)
- KEY 2 Cooperate with the Game
- Network Condition Reports (local)
- Observed network conditions Loss, latency,
jitter - Group Communication Policy
- Quality Estimation
- Distributed Quality Aggregation(global)
Game
VoIP
File
Game
Optimizations
Requirements
Requirements Quality
?
Reports
MCCA
Differentiated Services
Message Forwarding
Network Services
10Quality Estimation
- Perceived QoS is Class Dependent
- Game
- Estimate game update quality
- Based on observed loss and delay
- VoIP
- Based on télécommunication standard (E-model)
- File Transfer
- Transfer rate
11Optimizations
- Optimistic Game
- Uses negative acknowledgments (i.e.,
N-consecutive message losses) - Avoids large updates and wasteful acknowledgments
- Adaptive Game Update Interval
- Dynamically sets the game update interval (based
on the estimated observed quality) - Reduces network traffic due to game updates
- VoIP Optimization
- Disables VoIP at low qualities
- Avoids useless VoIP traffic
12Evaluation Methodology
Game
VoIP
File
Game
Optimizations
Quality Estimation
Requirements Quality
Quality
Reports
MCCA
Differentiated Services
Message Forwarding
Network Services
13Workload Generators
- Game Update Generator
- First person shooting game, Quake III (based on
the model by Bharambe et al., SIGCOMM08) - Two-frame delta encoding
- 20 game updates per second
- VoIP Traffic
- On/Off Markov process(based on the model by
Padungkrit et al.) - 50 VoIP messages per second
- File Transfer
- At uniformly distributed intervals
14Network Simulator
- Operates at the message level
- Provides point-to-point communication
- Does not simulate cross network traffic
- Upload capacity ltlt Network core (Bharambe et al.)
- Network Simulator Validation
- Compare to a packet-level network emulator
15Evaluation
- Workload Combinations
- Game Level Optimizations
- Class Definitions
- Window-size
- Redundancy level and redundancy interval
- Forwarding policy
- Workload Definitions
- Real-Time Changes in
- Number of players
- Upload capacity
- Deployment Environment
16Comparing Effectiveness of Optimizations
17Effectiveness of Classification Optimizations
18Adaptiveness to Changing Conditions
19Summary of Evaluation Results
- Better gaming experience using
- Prioritization
- Classification
- Targeted QoS
- Efficient group communication
- Distributed quality aggregation enables game
adaptation to network conditions - Lower quality variability among players
20Contributions
- Demonstrated the benefits of
- Differentiated services
- Cooperation with the game
- Prototyped a generic communication layer for
online games (MCCA) - Experimental evaluation of MCCA
at the communication layer to improve players
experience.
21Summary
- Outcome
- Paper submission to NetGames 2009
- Network Engineer _at_ United Front Games
- Other Publications
- vanDisk An Exploration in Peer-To-Peer
Collaborative Back-up Storage, Amir Javidan,
Tony Angerilli, Armin Bahramshahry, Guy Lemieux,
Roman Lisagor, Matei Ripeanu, 20th IEEE Canadian
Conference on Electrical and Computer
Engineering, Vancouver, BC, April 2007. - A High-Performance GridFTP Server at Desktop
Cost, Samer Al-Kiswany, Armin Bahramshahry,
Hesam Ghasemi, Matei Ripeanu, Sudharshan S.
Vazhkudai, poster, SC2007, Reno, NV, November
2007.
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