Measurement-based admission control with aggregate traffic envelopes
IEEE/ACM Transactions on Networking (TON)
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
From dynamic IP transport service ordering to DiffServ network configuration
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Management of IT services
Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Admission control for statistical QoS: theory and practice
IEEE Network: The Magazine of Global Internetworking
Programming interactive real-time games over WLAN for pocket PCs with J2ME and .NET CF
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Applicability of group communication for increased scalability in MMOGs
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
An aircraft cabin wireless system for games and video entertainment
Computers in Entertainment (CIE) - Interactive entertainment
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
Real-time service provisioning for mobile and wireless networks
Computer Communications
International Journal of Computer Games Technology
Relevance-Based adaptive event communication for mobile environments with variable qos capabilities
MMNS'05 Proceedings of the 8th international conference on Management of Multimedia Networks and Services
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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.