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Page 1: ICMU-Gamelets

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+

Gamelets - Multiplayer Mobile Gameswith Distributed Micro-Clouds

Bhojan Anand (presenter), Aw Jia ao !dwin

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+Cloud Games

Cloud Computin" #n$rastructure as a %er&ice(#aa%)

'lat$orm as a %er&ice ('aa%)

%o$tware as a %er&ice (%aa%)

Cloud Games%o$tware as a %er&ice (%aa%)

Games on Demand (GoD)%aa% alone is $orecasted to "row &e times

$aster than traditional so$tware paca"es

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+Multiplayer Games

(Local Game State)Player Simulation,Opponent Prediction

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+Multiplayer Cloud Games

• C'*+G'* load isreduced to sa&emobiles ener"y

• Centraliedcontrol (.ersionupdate,

Cheatin"pre&ention,'ayment+!ndo"enous-&alue /)

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+Multiplayer Cloud Games

0ey Challen"es

- All theseoperation

s shouldhappenserially in$ew ms1

- 2e3uireshi"hse&erbandwidt

h $or.ideo

   #  n

   t  e  r  a  c   t   i  o  n

   D  e   l  a

  y

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+Multiplayer Cloud Games

But, 4the 5atency and Jitter are not newissues6

ow did con&entional multiplayer "ameshandle this7

5ocal Game %tate %imulation

#mmediate

2esponse'rediction

5ocal'erception 8ilters

2e3uire#ntelli"ent

Clients1

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+Multiplayer Cloud Games

Could Games introduce additional latenciesCloud 'rocessin"

!ncodin"More serious one is9:etwor 5atency and Jitter

;orse in Mobile !n&ironments<

!&en with 5=! it taes >?ms to closest datacenter

Goes upto @??ms

0ey Challen"e

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+Gamelet %ystem

 Gamelet is a minimal-set hardwarere3uired to run, render and stream D

"ames placed in the same localnetwor or $ew hops (most o$ the timeone or two hops) away $rom the mobileclient<

*ses distributed renderin" to counterthe limitations o$ renderer hw resources

2ender at net hop1

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+Gamelet Architecture

Benets9--

5atency idin"(#mmediate 8eedbac,D2, 5'8)

- %calable (Bandwidth)- Distributed 2enderin"

CM':!:=%9-- 'rocessin" *nit,- 2AM ,- Graphics Card,- 8lash Dri&e $or basic%

'eer de&ice can be a Gamelet1

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+Gamelet %ystem

one Distribution

Distributed 2enderin" ('eer-Assisted2enderin")

 Content Based Adapti&e %treamin"

8ocused Areas o$ this ;or

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+one Distribution E Distributed

2enderin"A&" %ie o$ a D Game F Gbytes

!"< Battleeld recommends GB 2AM

and @?GB %tora"e#t will tae about FH mins to download

o&er G networ (assumin" I<F Mbps)

Download+2ender only the4ones o$#nterest6

Chec adjacentGamelets be$ore

downloadin"ones

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+one Distribution

ones and ;hat they Contain

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+one %ubdi&ision Al"orithm

Ma one %ie8actor(tKDownload, tK5oad)

2ecursi&ely di&ideuntil the one sieis less than masie

Dynamically2esied

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+one 2e3uest 'rocessin"

Request todownload;hen user (player

camera) enters theboundary

 Request to load

 ;hen users $arclip plane enters anew one

Boundary %ie $unction($ar clip plane distance,tKDownload, tKMo&ement)

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+Distributed 2enderin"

Common Methods+5ibraries:etwor-#nte"rated Multimedia Middleware

(:MM)

 =op Game en"ines do not ha&e :MM layer2eal-=ime %cene Graph (2=%G)

:ot accessible $or Game de&elopers

 Multi-Camera Distributed 2enderin"(MCDR)'racticable Approach

Can be used with any Game !n"ine

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+MCDR - 2otatin" Camera

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+MCDR - 2otatin" Camera

8ish eye &iew on objects near and $ar

:=

2!CMM!:D!D1

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+MCDR - 2eshapin" the &iew

$rustumMost Appropriate ;ay

- %ettin"s are%ame as Maincamera<

- Manipulate%ide Clip'lanes

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+Distributed 2enderin"

2enderin" sections o$ &iew port in parallel

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+%electin" Adjacent Gamelets

#nitial adjacency list is obtained $romthe main Game %er&er

5ist is maintained with periodic Lpin"sto nei"hbors

A Gamelet will send data to nei"hbornode only i$ /<%end Data

2ender

2ecei&e #ma"e#n %erial ?ms(I+@F s)

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+%treamin" to Client9 #ma"e &s.ideo

@?

?

H?

N?

F??

F@?

F?

FH?

HI

74 #ma"e

.ideo

?

F?

I??

IF?

@??

@F?

??

F?

244

72

#ma"e

.ideo

!ncodin" latency (ms) Decodin" latency (ms)

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+%treamin" to Client9 #ma"e &s.ideo8ile sie (b)

?

@?

?

H?

N?

I??

I@?

I?

IH?

IN?

H<NF

106.92

#ma"e

.ideo

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+%treamin" to Client (#ma"es)

?O o$ the display is used $or in-"ame*DF-N$ps is suPcient $or such static areas

;e mas this area in all other $rames,resultin" in hi"h compression ratio

Content Based Adapti&e %treamin" (CBA%)

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+%treamin" to Client (#ma"es)

;hen the player is idle and his &iew isstatic, the bac"round is mostly static

%tream at low rate

Content Based Adapti&e %treamin" (CBA%)

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+Game Client

 =he client side code o$ the "ame simply"ets the compressed stream $rom the

Gamelet and uncompresses it todisplay<

 #n addition, it captures all the useractions<

Q:o Audio in Current .ersionR

Display and Collect *ser Actions

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+!&aluations

 N??N? ;.GA

 I to Mbps a$ter state-o$-the-artcompression with CBA%

%upport upto F clients in N?@<IIb

S<H 0bps between Gamelet to %er&er

Bandwidth E %calability

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+!&aluations

 Measured with windows tas mana"er and M%#A$terburner &ersion @<<I

G'* 5oad is proportional to number o$ piels torender< Q5inearR

A&era"e 'rocessin" 5oad

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+!&aluation

Garden of Eden T D sur&i&al Game

Game %er&er in %chool :etwor

Gamelets and Clients at two randomly selectedN?@<II A's in %chool

5aptop, i'ad &ersions o$ the Client were used

%e&en *G users played the Game< 'layed multiple&ersions a$ter @?mins trainin" (Game mechanics)bser&ed arte$acts (latency, jitter, &isual 3uality,

synchronisation etc)

%mall %cale *ser %tudy

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+!&aluation%mall %cale *ser %tudy

Demo

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+Demo

5oo $or 4Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds6 in Uoutube

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+Contribution

8irst attempt towards a distributedmicro-cloud in$rastructure

Multi-camera Distributed 2enderin"Can be done on top o$ any "ame en"ine

Content Based Adapti&e %treamin" =echni3ues $or Games

Basic 2esults are 'romisin"

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+5imitations E 8uture wor

 one handlin" o&erheadAddition+2emo&al o$ ones

 *ser playin" in the "ame world close to multiple boundarieswill tri""er the download o$ se&eral ones

%ynchronisation o$ Gamelets

&erall renderin" worload is still more than renderin" onone de&iceDue to number o$ encodin"+decodin" calls

 Mobility o$ playersGamelet node T =rust

8airness in Game play!" %ome users may connect to power$ul Gamelet

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+

 =A:0 U*

Vuestions7

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+;here to cut near clip plane7

%tatic approach #ndein" E prioritiin"

Most optimal de&ices will tae lower inde numbers

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+Combinin" the ima"e

Decoded on end user de&ice

;ith indein", becomes simple process

*n$ortunately, renderin" on multiple de&ices

indi&idually means diWerent de&ices render at

diWerent $rame rates

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+8rame %ynchroniation

2enderin" synchroniation o$ $ramesAssumin" de&ice CI renders at ? $ps and

de&ice C@ renders at H?$ps, the combined

ima"es o$ $rame I? o$ CI and C@ will not beperspecti&ely correct<

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+8rame %ynchroniation

8rame Jumper

!ample o$ $rame jumper9CI8'% ?X

C@8'% H?X

 Jumper CI8'%+C@8'% @X

CI T I @ F H > N S I? II I@ I I IF (0.5 seconds of world transform)

C@ T I H N I? I@ I IH IN @? @@ @ @H @N ?

#n this scenario assistin" "amelet only streams$rames that are re3uired and combine to $orm aperspecti&ely correct ima"e

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+nli&e

4the company had deployed thousandso$ ser&ers that were sittin" unused, andonly e&er had I,H?? concurrent users o$

the ser&ice worldwide<6http9++www<the&er"e<com+@?I@+N+@N+@>>S+onli&e-report

Provders•   Cii:;•   *bitus•   'laycast Media %ystems•   Gaiai (%ubsidiary o$ %ony

Computer !ntertainment)•   G-cluster•

  0alydo•   n5i&e

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+2esearch Vuestions

Classical Ar"ument - Distributed &s Central7

ow handle %ecurity and Cheatin" issues7

ow do we now the adjacent Gamelets7 ;ho maintains thelist7

;hat happens when the user mo&es $rom the area o$ oneGamelet to another7

;hen to distribute the renderin" tas and to how manyGamelets7

;ho hosts the Gamelets7

Many mobile clients ha&e "ood processin" power< Can weeploit this7

----- many more /<<

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+MooreZs 5aw

8or decades, the MooreZs 5aw allowsso$tware de&elopers to i"nore ener"yePciency<

#ntel has acnowled"ed thatmaintainin" the pace o$ Moores 5aw has become more diPcult o&er time

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+

    C   o    m

    p    u     t    a     t     i   o

    n    s

    p   e    r

      )     ;     h

[ Jonathan 0oomey @?II

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+0ey =rends o$ the 8uture

 =he basic transistors are not impro&in" as muchas they used to and so were actually relyin" onso$tware de&elopers to pic up the slac bycomin" up with more ePcient code

Approimate Computin"Mobile applications that in&ol&e media processin"

(audio, &ideo, "raphics, and ima"e), reco"nition, anddata minin" are on the rise<

'er$ect result is not necessary

Cloud Computin"\oadin" computations

\oad onl! Computation #ntensi&e tass

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+Mobile Cloud Computin"

Mobile Cloud Computin" T 0eyVuestion7;ill distribution to the closest re"ional data

center be enou"h7 =he ey to answerin" this 3uestion is the

end-to-end per$ormance such as"andwdt#$ dela! and %tter.

!&en with 5=!, access to the closest datacenter will incur a latency o$ at least >?ms

Mobile Multiplayer Could Game as an!ample /<<