icmu-gamelets
TRANSCRIPT
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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 /<<