ICMU-Gamelets Share.pptx
Transcript of ICMU-Gamelets Share.pptx
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Gamelets - Multiplayer Mobile Gameswith Distributed Micro-Clouds
(Mobile Cloud Computing)
Bhojan Anand (presenter), Aw ia !ao "dwin
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+Cloud Games
Cloud Computing #n$rastructure as a %er&ice(#aa%)
'lat$orm as a %er&ice ('aa%)
%o$tware as a %er&ice (%aa%)
Cloud Games%o$tware as a %er&ice (%aa%)
Games on Demand (GoD)%aa% alone is $orecasted to grow &e times
$aster than traditional so$tware pacages
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+Multiplayer Games
(Local Game State)Player Simulation,Opponent Prediction
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+Multiplayer Cloud Games
• C'*+G'* load isreduced to sa&emobiles energy
• Centraliedcontrol (.ersionupdate,
Cheatingpre&ention,'ayment+"ndogenous-&alue /)
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+Multiplayer Cloud Games
0ey Challenges
- All theseoperation
s shouldhappenserially in$ew ms1
- 2e3uireshighse&erbandwidt
h $or.ideo
# n
t e r a c t i o n
D e l a
y
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+Multiplayer Cloud Games
But, 4the 5atency and itter are not newissues6
!ow did con&entional multiplayer gameshandle this7
5ocal Game %tate %imulation
#mmediate
2esponse'rediction
5ocal'erception 8ilters
2e3uire#ntelligent
Clients1
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+Multiplayer Cloud Games
Could Games introduce additional latenciesCloud 'rocessing
"ncodingMore serious one is9:etwor 5atency and itter
;orse in Mobile "n&ironments<
"&en with 5=" it taes >?ms to closest datacenter
Goes upto @??ms
0ey Challenge
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+Gamelet %ystem
Gamelet is a minimal-set hardwarere3uired to run, render and stream D
games placed in the same localnetwor or $ew hops (most o$ the timeone or two hops) away $rom the mobileclient<
*ses distributed rendering to counterthe limitations o$ renderer hw resources
2ender at net hop1
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+Gamelet Architecture
Benets9--
5atency !iding(#mmediate 8eedbac,D2, 5'8)
- %calable (Bandwidth)- Distributed 2endering
CM':":=%9-- 'rocessing *nit,- 2AM ,- Graphics Card,- 8lash Dri&e $or basic%
'eer de&ice can be a Gamelet1
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+Gamelet %ystem
one Distribution
Distributed 2endering ('eer-Assisted2endering)
Content Based Adapti&e %treaming
8ocused Areas o$ this ;or
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+one Distribution E Distributed
2enderingA&g %ie o$ a D Game F Gbytes
"g< Battleeld recommends GB 2AM
and @?GB %torage#t will tae about FH mins to download
o&er G networ (assuming I<F Mbps)
Download+2ender only the4ones o$#nterest6
Chec adjacentGamelets be$ore
downloadingones
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+one Distribution
ones and ;hat they Contain
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+one %ubdi&ision Algorithm
Ma one %ieJ8actor(tKDownload, tK5oad)
2ecursi&ely di&ideuntil the one sieis less than masie
Dynamically2esied
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+one 2e3uest 'rocessing
Request todownload;hen user (player
camera) enters theboundary
Request to load
;hen users $arclip plane enters anew one
Boundary %ie J $unction($ar clip plane distance,tKDownload, tKMo&ement)
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+Distributed 2endering
Common Methods+5ibraries:etwor-#ntegrated Multimedia Middleware
(:MM)
=op Game engines do not ha&e :MM layer2eal-=ime %cene Graph (2=%G)
:ot accessible $or Game de&elopers
Multi-Camera Distributed 2endering(MCDR)'racticable Approach
Can be used with any Game "ngine
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+MCDR - 2otating Camera
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+MCDR - 2otating Camera
8ish eye &iew on objects near and $ar
:=
2"CMM":D"D1
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+MCDR - 2eshaping the &iew
$rustumMost Appropriate ;ay
- %ettings are%ame as Maincamera<
- Manipulate%ide Clip'lanes
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+Distributed 2endering
2endering sections o$ &iew port in parallel
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+%electing Adjacent Gamelets
#nitial adjacency list is obtained $romthe main Game %er&er
5ist is maintained with periodic Lpingsto neighbors
A Gamelet will send data to neighbornode only i$ /<%end Data
2ender
2ecei&e #mage#n %erial ?ms(I+@F s)
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+%treaming to Client9 #mage &s.ideo
HI
74 #mage
.ideo
244
72
#mage
.ideo
"ncoding latency (ms) Decoding latency (ms)
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+%treaming to Client9 #mage &s.ideo8ile sie (b)
H<NF
106.92
#mage
.ideo
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+%treaming to Client (#mages)
?O o$ the display is used $or in-game!*DF-N$ps is suPcient $or such static areas
;e mas this area in all other $rames,resulting in high compression ratio
Content Based Adapti&e %treaming (CBA%)
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+%treaming to Client (#mages)
;hen the player is idle and his &iew isstatic, the bacground is mostly static
%tream at low rate
Content Based Adapti&e %treaming (CBA%)
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+Game Client
=he client side code o$ the game simplygets the compressed stream $rom the
Gamelet and uncompresses it todisplay<
#n addition, it captures all the useractions<
Q:o Audio in Current .ersionR
Display and Collect *ser Actions
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+"&aluations
N??N? ;.GA
I to Mbps a$ter state-o$-the-artcompression with CBA%
%upport upto F clients in N?@<IIb
S<H 0bps between Gamelet to %er&er
Bandwidth E %calability
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+"&aluations
Measured with windows tas manager and M%#A$terburner &ersion @<<I
G'* 5oad is proportional to number o$ piels torender< Q5inearR
A&erage 'rocessing 5oad
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+"&aluation
Garden of Eden T D sur&i&al Game
Game %er&er in %chool :etwor
Gamelets and Clients at two randomly selectedN?@<II A's in %chool
5aptop, i'ad &ersions o$ the Client were used
%e&en *G users played the Game< 'layed multiple&ersions a$ter @?mins training (Game mechanics)bser&ed arte$acts (latency, jitter, &isual 3uality,
synchronisation etc)
%mall %cale *ser %tudy
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+"&aluation%mall %cale *ser %tudy
Demo
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+Demo
5oo $or 4Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds6 in Uoutube
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+Contribution
8irst attempt towards a distributedmicro-cloud in$rastructure
Multi-camera Distributed 2enderingCan be done on top o$ any game engine
Content Based Adapti&e %treaming =echni3ues $or Games
Basic 2esults are 'romising
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+5imitations E 8uture wor
one handling o&erheadAddition+2emo&al o$ ones
*ser playing in the game world close to multiple boundarieswill trigger the download o$ se&eral ones
%ynchronisation o$ Gamelets
&erall rendering worload is still more than rendering onone de&iceDue to number o$ encoding+decoding calls
Mobility o$ playersGamelet node T =rust
8airness in Game play"g %ome users may connect to power$ul Gamelet
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+
=!A:0 U*
Vuestions7