Lightweight QoS-support for networked mobile gaming

  • Authors:
  • Marcel Busse;Bernd Lamparter;Martin Mauve;Wolfgang Effelsberg

  • Affiliations:
  • University of Mannheim, Mannheim, Germany;NEC Europe Ltd., Heidelberg, Germany;University of Düsseldorf, Düsseldorf, Germany;University of Mannheim, Mannheim, Germany

  • Venue:
  • Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2004

Quantified Score

Hi-index 0.00

Visualization

Abstract

In this paper, we present an approach to provide Quality of Service (QoS) for networked mobile gaming. In order to examine the QoS requirements of mobile games, we ported a simple real-time game called GAV (GPL Arcade Volleyball) to a PDA and performed several traffic measurements over both GPRS and UMTS networks. We show that due to high end-to-end delay and delay jitter, real-time games are not supported by GPRS. While UMTS improves both delay and jitter, it still does not match the requirements of real-time games. The key reason for this problem is that overprovisioning, as it is used to allow real-time games in the Internet, is very expensive in mobile networks. At the same time, QoS classes for mobile networks are not tailored to real-time games. In order to reduce delay and jitter for this application class, while still accounting for the very bursty nature of real-time game flows, we propose to use a combination of statistical multiplexing and QoS guarantees. The general idea is to aggregate multiple game flows and perform reservation for that aggregate. As a theoretical background, we use a queuing system based model. Through simulation of a sample network with the traffic data generated by GAV, we validate our assumptions and demonstrate the performance and characteristics of our approach.