On the objective evaluation of real-time networked games

  • Authors:
  • Arnaud Kaiser;Dario Maggiorini;Nadjib Achir;Khaled Boussetta

  • Affiliations:
  • L2TI, Institut Galilée, University of Paris 13, Villetaneuse, France;Department of Information Communication, University of Milano, Milano, Italy;L2TI, Institut Galilée, University of Paris 13, Villetaneuse, France;L2TI, Institut Galilée, University of Paris 13, Villetaneuse, France

  • Venue:
  • GLOBECOM'09 Proceedings of the 28th IEEE conference on Global telecommunications
  • Year:
  • 2009

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Abstract

With the recent evolution of network-based multiplayer games and the increasing popularity of online games demanding strict real-time interaction among players - like First Person Shooter (FPS) -, game providers face the problem to correlate network conditions with quality of gaming experience. This paper addresses the problem of the estimation gameplay quality during real-time games; in particular, we focus on FPS ones. Current literature usually considers end-to-end delay as the only important parameter and deducts system performance indexes from graphical ones. Player satisfaction, on the other hand, is usually evaluated in a subjective way: asking the player, or measuring how long he/she stays connected. In this paper we use a testbed with synthetic players (bots) to directly correlate network end-to-end delay and jitter with expected players' satisfaction. Running extensive experiments we argue about effective in-game performances degradation of penalized players. Performances are measured in terms of score and number of actions - kills, actually - performed per minute.