• DocumentCode
    2174733
  • Title

    Network performance measurement framework for real-time multiplayer mobile games

  • Author

    Hansen, Charles ; Jurgens, Nigel ; Makaroff, Dwight ; Callele, David ; Dueck, Philip

  • Author_Institution
    Dept. of Comput. Sci., Univ. of Saskatchewan Saskatoon, Saskatoon, SK, Canada
  • fYear
    2013
  • fDate
    9-10 Dec. 2013
  • Firstpage
    1
  • Lastpage
    2
  • Abstract
    Player satisfaction with real-time multiplayer mobile games is correlated with performance of the communications network. The network is the most dynamic component of such games; congestion and channel loss figure prominently in achieving bounds required for real-time response. If messages cannot be delivered on-time, game developers must use predictive techniques to maintain the game experience. Additional complexity in game play requiring more bandwidth and/or processing could be possible under favourable network conditions. In this paper, we provide a light weight, embedded measurement framework that obtains frame rate, one-way latency, and frame duration within a game session. The captured data can be used by game designers to tune game complexity and to manage predictive algorithm parameters. Game designers use these predictive algorithms to maintain an approximation of what occurs in real-time, despite delays from network transmission. Our initial test results show that we are able to obtain the necessary information efficiently and note that the game deployed in our case study experiences occasional large delays.
  • Keywords
    computer games; computer network performance evaluation; mobile computing; quality of service; communication network performance; embedded measurement framework; frame duration; frame rate; game complexity; game experience; game play complexity; game session; network performance measurement framework; network transmission; one-way latency; player satisfaction; predictive algorithm parameters; predictive techniques; real-time multiplayer mobile games; real-time response; Bluetooth; Delays; Games; Performance evaluation; Photonics; Real-time systems; Servers;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Network and Systems Support for Games (NetGames), 2013 12th Annual Workshop on
  • Conference_Location
    Denver, CO, USA
  • Type

    conf

  • DOI
    10.1109/NetGames.2013.6820601
  • Filename
    6820601