MCCA : A Communication Architecture for Online Multiplayer Games - PowerPoint PPT Presentation

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MCCA : A Communication Architecture for Online Multiplayer Games

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Title: MCCA : A Communication Architecture for Online Multiplayer Games Author: armin Last modified by: arminb Created Date: 8/16/2006 12:00:00 AM – PowerPoint PPT presentation

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Title: MCCA : A Communication Architecture for Online Multiplayer Games


1
MCCA A Communication Architecture for Online
Multiplayer Games
  • Armin Bahramshahry

2
Outline
  • Background
  • Problem
  • Solution
  • Evaluation
  • Summary

3
Video Games
  • Simulate a virtual world, and represent players
    as avatars with cool guns and swords ?

4
Online 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 ?
5
Problem
  • 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 ? ?
6
Background
Area-of-Interest (AOI)
Predictive Contract Mechanism (PCM)
Network Quality of Service (e.g., OverQoS)
7
Approach
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

8
Key Ideas
  • KEY 1 Divide and Conquer
  • Differentiated Services
  • Class Definition
  • Priority
  • Order reliability
  • Loss rate
  • Latency requirements
  • Bit-rate throttling

9
Key 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
10
Quality 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

11
Optimizations
  • 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

12
Evaluation Methodology
Game
VoIP
File
Game
Optimizations
Quality Estimation
Requirements Quality

Quality
Reports
MCCA
Differentiated Services
Message Forwarding
Network Services
13
Workload 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

14
Network 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

15
Evaluation
  • 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

16
Comparing Effectiveness of Optimizations
17
Effectiveness of Classification Optimizations
18
Adaptiveness to Changing Conditions
19
Summary 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

20
Contributions
  • 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.
21
Summary
  • 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.

22
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