Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Predicting the perceived quality of a first person shooter: the Quake IV G-model
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Offloading AI for peer-to-peer games with dead reckoning
IPTPS'09 Proceedings of the 8th international conference on Peer-to-peer systems
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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.