Prasetya

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  • Problems in wireless network: 1. More resource could directly impact the battery consumption 2. Heterogenous resource between entity Many possibilities: Different kind of wireless network, different mobile devices, 3. Different type of game, real time vs turn based 4. Some players behave erratically, causing more network resource usage.
  • Prasetya

    1. 1. Presentation – NetGames 2008 Performance Analysis of Game world Partitioning Methods for Multiplayer Mobile Gaming Kusno Prasetya Bond University
    2. 2. Structure <ul><li>Introduction </li></ul><ul><li>Interest Management and Game world partitions </li></ul><ul><li>Proposed solution </li></ul><ul><li>Simulations and result </li></ul><ul><li>Conclusions </li></ul>
    3. 3. Introduction (1) <ul><li>Feasibility of multiplayer mobile gaming </li></ul><ul><li>Obstacles in implementation </li></ul><ul><ul><li>Resource vs battery </li></ul></ul><ul><ul><li>Heterogenous resource level availability </li></ul></ul><ul><ul><li>Problems in wireless network </li></ul></ul><ul><ul><li>Different type of game </li></ul></ul><ul><ul><li>Player behaviour </li></ul></ul>
    4. 4. Introduction (2) <ul><li>Possible solutions from networking point of view: </li></ul><ul><ul><li>Waiting for required wireless network technologies and their applications to be available </li></ul></ul><ul><ul><li>Reduce the level of network resource usage </li></ul></ul><ul><ul><li>Reduce the impact of network delay </li></ul></ul><ul><ul><li>Increase the tolerance to delays and temporary disconnections </li></ul></ul><ul><li>Keep the complexity low!!! </li></ul>
    5. 5. Interest Management <ul><li>Filter/choose the receiver of certain data (in game terms: state update) </li></ul><ul><li>The filter is based on a set of rules </li></ul><ul><li>Balance between complexity and efficiency </li></ul><ul><li>Examples: </li></ul><ul><ul><li>Player distance (based on AOI) </li></ul></ul><ul><ul><li>Publisher/subscriber </li></ul></ul>
    6. 6. Game World Partitions <ul><li>One of Interest Management (IM) methods </li></ul><ul><li>Principle: Send data only to other players in the same cell or section </li></ul><ul><li>Variations: </li></ul><ul><ul><li>Uniform and Variable Geometric shapes </li></ul></ul><ul><ul><li>Random shapes (based on game map design) </li></ul></ul>
    7. 7. Mechanism <ul><li>Divide game world into sections </li></ul><ul><li>Player's Area Of Interest </li></ul><ul><li>Cell migration and pre-migration </li></ul><ul><li>Number of neighbouring cells </li></ul>
    8. 8. Solution for Game world Partition <ul><li>Brickworks pattern + Internal Partition (BIP) </li></ul>
    9. 9. Why Brickworks? <ul><li>Low complexity for border and location checking </li></ul><ul><li>Fewer number of possible neighbours -> Less cell to communicate with, less information to store (relative to number of players) </li></ul>
    10. 10. Why Internal Partitions? <ul><li>Consecutive/repetitive cell migration and pre-migration </li></ul>
    11. 11. Simulation mechanism <ul><li>Simulation consists of: </li></ul><ul><ul><li>Scenario Generator </li></ul></ul><ul><ul><li>Game world and player Simulator </li></ul></ul>
    12. 12. Simulation result
    13. 13. Simulation Result - Summary <ul><li>Player speed has the biggest influence in cell migration and pre-migration followed with cell shape and cell size </li></ul><ul><li>In average, Rectangle partition is the most efficient in terms of having lower value of cell migration and pre-migration </li></ul><ul><li>BIP consume less network resource usage overall because of its internal partition </li></ul><ul><li>No consistent result with consecutive migration and pre-migration events (current average is 7-10% of total migration/pre-migration rate) </li></ul>
    14. 14. Conclusion <ul><li>Different type of games will have different network resource usage specifically because of player speed, cell size and cell shape </li></ul><ul><li>Potential to save/reduce network resource usage in BIP is related to consecutive cell migration and pre-migration </li></ul><ul><li>Game world size has no real impact in final result </li></ul>
    15. 15. Future and ongoing research <ul><li>Comprehensive framework for multiplayer mobile game simulation </li></ul><ul><li>Variable internal partition to solve crowding problems </li></ul><ul><li>Multi-level AOI to reduce the impact of consecutive player pre-migration and migration </li></ul>
    16. 16. Thank you ☺

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