Networked game mobility model for first-person-shooter games

  • Authors:
  • Swee Ann Tan;William Lau;Allan Loh

  • Affiliations:
  • Curtin University of Technology;Curtin University of Technology;Curtin University of Technology

  • Venue:
  • NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2005

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Abstract

This paper proposes the Networked Game Mobility Model (NGMM), for synthesising mobility in First-Person-Shooter (FPS) networked games. Current networked game research focuses on modelling low-level aspects, such as packet inter-arrival times and packet sizes, to optimise network traffic and efficient use of gaming servers. Due to the increasing popularity of multiplayer online games, the need has arisen to develop more realistic models. NGMM is such a model that utilises application level aspects of networked game traces to statistically model FPS games. It is believed that an understanding of the application level aspect (e.g. mobility and user actions) of the network is necessary to derive the causality of increasing workloads on the servers, particularly in response to increasing online game popularity. To evaluate the performance of the model simulations, comparisons are made between the original game traces, the Random Way Point Model and NGMM. Analyses of the comparative simulation results show that NGMM is capable of closely matching actual game traces. The incorporation of application level knowledge, performance boundaries of current optimisation techniques, including dead-reckoning and interest management, are also effectively ascertained in this research. This is particularly significant as current models are unable to evaluate their impact with optimisation techniques.