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Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds
Bhojan Anand, Aw Jia Hao Edwin
School of Computing, National University of Singapore
email: banand@comp.nus.edu.sg, faets@live.com.sg
Abstract—In recent years, cloud computing services have been
increasing in greater pace. High penetration rate of mobile
devices and resource limited devices escalate the demand for
cloud services further [1], [2]. Even though the cloud industry
continues to grow exponentially, the cloud gaming service has
been left behind due to the limitations in today’s technology.
There are three well known reasons for the slower growth -
latency, server scalability (esp. bandwidth) and lack of game data
at client side to use latency hiding and synchronisation techniques
such as Dead-reckoning. In this paper, we propose a novel
distributed micro-cloud infrastructure with a next generation
device called Gamelet to mitigate the limitations in traditional
cloud system for multiplayer cloud gaming on resource limited
mobile devices. The paper also investigates the opportunities,
issues and possible solutions for Gamelet infrastructure for
mobile games with a demonstrable prototype.
I. INTRODUCTION
Cloud computing conventionally follows three fundamental
models, Infrastructure as a Service(IaaS) , Platform as a
Service (PaaS) and Software as a Service (SaaS). At present,
although it is still a relatively young, cloud computing has
proven to be a very welcomed system, with revenue from
Software-as-a-Service (SaaS) alone reached an astonishing
$14.5 billion in 2012 [3] and forecasted to grow five times
faster than traditional software packages [4].
Lately games have also started to make an appearance
into the cloud scene with Games on Demand (GoD) which
has tapped onto the SaaS type of cloud technology. A cloud
gaming system must collect a player’s actions, transmit them
to the cloud server, process the action, render the results,
encode the resulting changes to the game world, compress,
and stream the video (game scenes) back to the player. To
ensure interactivity, all of these serial operations must happen
within milliseconds. Intuitively, this amount of time, which
is defined as interaction delay, must be kept as short as
possible in order to provide a rich Quality of Experience
(QoE) to cloud game players. This latency should be less than
100ms for FPS games, 500ms for RPG games and 1000ms
for RTS games [5]. This makes cloud gaming one of the most
challenging multimedia application. There are two distinct
methods used by cloud gaming services in general. In the
first method, the game is played on a virtual machine and
the rendered results are compressed and streamed. In the
second method, streaming is built-in into the game itself.
However, these conventional cloud gaming approaches suffer
from three fundamental issues - latency [5], server scalability
(in terms of bandwidth, computation, memory) and lack of
game data and game knowledge at the client side to use latency
hiding and synchronisation techniques such as Dead-reckoning
[6] and Local Perception Filters [7] for smooth gameplay.
While traditional client/server games are extensively relying
on various latency hiding techniques to provide good multi-
player gaming experience, current Cloud games system makes
these techniques hard to use, despite introducing additional
latency for cloud processing and encoding. Although the
rendering and encoding latency will likely fall with faster
hardware encoders, a significant portion of network latency
is unavoidable as it is bounded by the speed of light in fibre
[8].
In this work, we aim to improve performance of Cloud
games for resource limited mobile devices and alleviate chal-
lenges faced by game developers, by proposing the devel-
opment of a next generation infrastructure called Gamelet
system. Gamelet system is basically a distributed micro-
cloud system in which the computational intensive tasks are
offloaded to a Gamelet node that is few hops (most of the time
one or two hops) away from the mobile client. With Gamelets
the bandwidth and processing requirement of a game server
(which may be running in traditional Cloud system) will be
same as traditional game servers while the benefits of cloud
system can be availed.
II. RELATED WORKS AND MOTIVATIONS
There are two distinct methods used by cloud gaming ser-
vices in general. The first method, which is more conventional
SaaS, consists of remote gaming on virtual machines and
streaming the viewport of the virtual machine to the users.
Users are granted their own game cloud, which stores all the
games they have access to. This allows users who access
to a large set of games on their game clouds and users
can play from any location with a good connection with
the providers central servers. This approach, which has been
implemented by cloud gaming giants like Gaikai, has been
growing in popularity over the past years in locations, which
it is supported. Gaikai currently owns a Guinness world record
of fifty million gamers per month 1.
The main disadvantage to this approach is the need to be in
relatively close proximity from the provider’s central servers
[9]. Consumers, who are further away, will either be affected
by much higher latency making most games intolerable, or will
be prohibited from connecting to the server. Thus, global use
of this type of systems will require the introduction of servers
in a large number of regions, making it cost inefficient [10].
With cellular networks network latency goes up to 200ms [5]
even with very close proximity and these mobile clients are
completely eliminated from playing Cloud games.
1http://www.gaikai.com/
IEEE-ISPN Seventh International Conference on Mobile Computing and Ubiquitous Networking (ICMU 2014),
Singapore, Jan 2014
The second method is to have the streaming technology
built into games. For convenience sake, we will call the games
developed this way ’pure cloud games’. Pure cloud games are
usually played on a browser. Users connect to game servers
on their browsers and are fed a stream (video/image) of what
is happening in the game. This method is supported by a large
array of devices and has been extremely successful on social
media platforms such as Facebook [11]. The current problem
with this approach is the genre of games that can be played is
greatly limited. At present, only games, which are not affected
by high latency and delays such as turn-based games, can
effectively market on this approach. This heavily limits the
types of games, which can be developed on this paradigm.
Apart from latency, in both methods server scalability is
affected due to high bandwidth (also, processor and memory)
requirement to stream image/video instead of small game
update packets of traditional client/server games. In addition,
with cloud based games the client is just a video/image render-
ing and UI device and it cannot run additional algorithms to
hide latency as the game data is not available at the client side.
We introduce Gamelet system to mitigate these drawbacks.
Distributed Rendering: There are several solutions to dis-
tributed rendering, with the most prominent one being, di-
viding a viewport into multiple sections and rendering each
section in parallel using a different core, processor, graphic
card, or device. Figure 1 illustrates how the rendering is
divided into sections by Digipede’s [12] parallel rendering so-
lution. On the left, the entire viewport is rendered sequentially
using only one device. On the right, the viewport is broken
down into 25 sections and rendered in parallel on multiple
devices, increasing the speed of rendering exponentially as
more devices are dedicated to it.
Fig. 1. Distributed Rendering via Parallel Processing
III. GAMELET VISION & CHALLENGES
Gamelet is a minimal-set hardware required to run, render
and stream 3D games placed in the same local network or
few hops (most of the time one or two hops) away from
the mobile client. Adjacent Gamelets running the same game
can communicate with each other for information sharing and
distributed rendering for increased efficiency. Gamelets run
client portion of the game with conventional latency hiding
Fig. 2. Gamelet Communication Structure
and synchronising techniques such as Dead-reckoning [6] and
Local Perception Filtering [7] to provide good QoE.
The Gamelet is designed to take over the rendering task
from game cloud servers.The Gamelet can process the players’
actions and give players immediate feedback, which helps to
mask the latency between the Gamelet and the central game
servers where the players’ actions are processed. The image or
video are streamed only in the local wireless network which
means each user will be able to receive a larger dedicated
bandwidth, without incurring larger Internet costs. In addition
it reduces the transmission time of the image/video frame and
improves network latency.
We envision Gamelet as a modified version of today’s ever-
common public WiFi access points with some additional hard-
ware (Figure 2). However, Gamelet can be separate hardware
connected to the local wireless network access points or power
full peer game client rendering for itself and other players. For
example, a Gamelet can be a common processing box in the
home network which can stream game to multiple devices in
the home. Proposed basic hardware includes: Processing Unit,
RAM , Graphics Card, Flash Drive (For lightweight operating
system).
1) Deployment: Gamelets can be deployed and managed
by third party (not the game developers) service providers to
provide subscription based value added service to their clients.
For example, public/private WiFi service provider (shopping
complex, airport lounge or coffee shop management). The
mobile client playing the streamed game can be very thin
with a capability to play the video stream provided by the
Gamelet and transfer the user inputs to the Gamelet. In an
extreme case the client player can be simply a display or
projector device with some interface for human interaction
(eg. touch sensors or hand movement sensors). For example,
the game can be simply projected on the wall and the player
can play by directly manipulating (with hand/finger sensor) the
displayed contents. The Gamelet system can provide resource
adaptive resolution. For example, a power full Gamelet or
set of connected Gamelets can provide resolution beyond the
mobile screen resolution for big displays adaptively depending
on the amount of free resources they have.
2) Key Challenges of the Gamelet System: Overall, the
Gamelet system looks very interesting and promising solution
IEEE-ISPN Seventh International Conference on Mobile Computing and Ubiquitous Networking (ICMU 2014),
Singapore, Jan 2014
to improve the efficiency of cloud games. However, the system
has some key challenges. The challenges and our initial
solutions are given below.
• Zone Distribution. 3D games of today require a lot of
data to run. The average size of present day 3D games is
approximately 5 Gbytes. For example, the recommended
system configuration for Battlefield 3, a highly popular
FPS game is 4 GB RAM and 20 GB storage space [5].
Hence, the gamelet may not be able to host more than a
1-2 games. Also, it takes up to 56 minutes to download
a game, assuming 1.5 Mbps bandwidth. We address this
by dividing the game world and game resources to zones.
Each Gamelet download the zone in which its client is
playing. In addition, adjacent Gamelets holding different
zones share the rendered data to improve efficiency. For
example, if two players are playing different zones in
a game served by adjacent Gamelets and they swap
zones, the rendered zone data will be exchanged between
Gamelets instead of downloading and rendering again.
• Distributed Rendering. 3D computer graphics improves
rapidly over time, how will the Gamelet prevent itself
from becoming obsolete too quickly? Distributed render-
ing helps to slow down the process of obsoleting. By
exploiting the interconnectivity between Gamelets, pow-
erful adjacent Gamelets can provide rendering assistant
to old less powerful ones.
• Security. The biggest challenge is security, loss of cen-
tralised control and cheating. This is not new, the problem
is similar to traditional client/server games and there
are significant amount of research to address most of
the issues [13][14][15]. In fact, the problem can be
minimised - the problems should be handled only up to
Gamelet tire not up to the client device level.
• Content Based Adaptive Streaming. Unlike video stream-
ing, games have strict realtime constraints and hence more
effective and faster compression and encoding algorithms
required to minimise bandwidth requirement per client
while improving the end-user interaction latency and
QoE. In addition to the use of state-of-the art image/video
compression and encoding techniques, we have designed
Content Based Adaptive Streaming (CBAS) which ex-
ploits the properties of the Game content to reduce the
bandwidth usage further. For example, static game regions
are streamed at a lower frame rate.
We have developed a basic prototype to test and evaluate.
The proposed system opens up huge set of research challenges
(listed in Section VI) for large scale implementation, some
of which are also discussed below.
IV. IMPLEMENTATION
A. Zone distribution
Zone distribution divides the game world into a graph of
nodes. Each zone consists of all the information required for
a user to play the game in his specific zone. This includes
the player’s character models, skybox, terrain map and others
(Figure 3). Zone size is determined based on the following
factors: 1) Time to download the zone; 2) Time to load
the zone. Zone division procedure is given in Algorithm 1
and Figure 4 visually depicts the procedure. We can resize
the Zones dynamically based on network conditions by run-
ning the algorithm periodically. Zone request is processed as
follows by each Gamelet: 1)When user’s camera enters the
boundary (Figure 5) of the new zone a ’request to download’
is issued; 2) When the user’s far clip plane enters a new zone
a ’request to load’ is issued.
Fig. 3. Zones and what they contain
Algorithm 1 Game World Division
input: α = Estimated worst case RTT
input: β = Estimated worst case bandwidth per user
input: µ = Desired worst case total download time
maxZoneSize = β(µ + α )
Divide map into 4 zones over x,z axis about origin
if objects centre lie on the axis itself then
distribute to either side of axis based on how many
objects on either side
end if
Push zones into queue
while queue not empty do
Current zone = Pop top of queue
if Current zone size > maxZoneSize then
Subdivide zone by 4 again
Push all 4 zones back into queue
end if
end while
Finding Boundaries: Boundaries are the places in the world
which prompts the game to request additional game data for
downloading. The game will prompt a new zone download
when the player’s far clip camera enters the boundary area.
The algorithm (Algorithm 2) to find boundaries is quite simple
and is called after the zones are divided. With this algorithm,
we ensure that a zone is fully downloaded by the time the
player camera can render it.
Fig. 4. Zone Division (Visual illustration)
Fig. 5. Zone Division - Zone Boundary
B. Distributed Rendering
Most distributed rendering frameworks build on two primary
modules: the Real-Time Scene Graph (RTSG) [16] and the
Network-Integrated Multimedia Middleware (NMM) [17].
And at present all of the top used game engines (Unity [18],
Unreal [19], RAGE [20] , cryENGINE [21]) do not have
the NMM layer, and do not allow developer access to the
RTSG layer so developers are not able to implement their
own NMM layers. Games today are developed in a way
that they can be rendered at a playable frame rate on the
minimum hardware specifications of the game, so there is little
motivation in investing in developing a distributed rendering
system. Thus, this paradigm of distributed rendering is not
usable if a developer chooses to use a game engine to develop
his game.
Although the RTSG layer of the development architecture
cannot be accessed by game developers developing on game
engines, there still exists a unique workaround catered specif-
ically for the Gamelet. Distributed rendering can still be done
Algorithm 2 Finding Boundaries
input: µ = Desired worst case total download time
input: φ = Player far clip plane distance
input: ω = Distance player covers in 1 second of movement
in game
for all zones do
BoundarySize == φ + ω / µ )
Propagate zone edges and boundary size to all neigh-
bouring zones
end for
by reducing the workload on one Gamelet rendering engine
and increasing the workload on another, without accessing the
RTSG layer. We reduce the camera view area, use more cam-
eras and then render each camera view in different Gamelet.
By decreasing the view of a camera, we indirectly decrease the
workload of the rendering engine (refer Table II). Compression
time for rendered images decreases linearly. We call this
method as Multi-Camera Distributed Rendering (MCDR).
C. Multi-Camera Distributed Rendering (MCDR)
There are two ways to do multi-camera distributed render-
ing. We will discuss them shortly here.
1) Rotating Camera: The concept of rotating the camera is
very simple, by reducing its aspect ratio the camera naturally
renders a smaller number of pixels so the individual work
done on a gamelet is reduced. The missing pixels are then
rendered by assisting gamelet with cameras positioned at
the same location but rotated in the direction of the missing
pixels (Figure 6). This method however, does not provide
a perspectively correct image. This is due to the fact that
the near and far clip planes on the cameras view frustums
are not aligned between all rendering units. The result of
rendering using this method is an inverted fish eye view of
the world. While objects which are far away seem to be
rendered correctly, once the objects are moved closer to the
near clip plane, the inverted fish eye effect becomes instantly
distinct (Figure 7). So this method can’t be used.
Fig. 6. Illustration of rotating cameras
2) Reshaping the view frustum: The most appropriate way
to perform multi camera distributed rendering is by reshaping
the view frustum. This can be done and synchronised across
game worlds by setting up a camera with the same settings as
Fig. 7. 3D illustration of fish eye view on objects near and far
the original camera (not distributed), which means same aspect
ratio, near and far clip planes (Figure 8). And by manipulating
the location which the side clip planes intersect the near clip
plane, you will be able to render the exact same image as
the original camera at the same aspect ratio across multiple
cameras.
Fig. 8. Perspectively correct multi camera rendering
D. Content Based Adaptive Streaming
CBAS (Content Based Adaptive Streaming) uses the fol-
lowing techniques to reduce the bandwidth requirement per
client. Based on our analysis, in most of the popular Games
about 30% of the display is used for in-game HUD (Head-up-
Displays). HUDs display the player’s vital information such
as health, ammo and equipment (Figure 9). As HUD area is
relatively static, we stream this area at much lower rate. For
example, 5-8 frames per second instead of usual 25-30 frames
per second. Similarly, when the player is not doing any action
and his view is static, we stream the player’s background much
lower frame rate. This background area, called as Non-key
region, is shown in Figure 10. In addition, when game state
is not important (for example, player is in idle state or slowly
moving state and no other players around him to interact),
we stream the game in lower rate 15-20 frames per second.
Our previous works list several techniques for identifying the
importance of game state [22][23][24][25]. The game state is
computed at the game server. Study on trade-off in computing
game state and its benefits in Gamelet system are deferred to
future work.
Fig. 9. In-game HuD area
Fig. 10. Background region outside the red box (Non-key region)
E. Selecting Adjacent Gamelet
Adjacent Gamelet are selected for rendering assistance
based on three key parameters, network latency, rendering
latency and expected frame rate. At least 25 fps is required
for fluidity of the game play. Hence, the maximum rendering
latency is fixed to 1
25 s which is 40 ms. Which means the
Gamelet should send data to adjacent helping Gamelet, get
it rendered by the helper and receive back the rendered
data within 40 ms. Each Gamelet continuously maintain a
neighbour list of adjacent Gamelet which satisfy this latency
constraint. Gamelet will get their initial list from the Game
server which filters the gamelet based on IP-to-geo location
mapping. Individual Gamelet use this initial list to build their
adjacency list based on round-trip latency to other Gamelet in
the list. Alternatively, to keep it simple, the adjacent Gamelet
search can be restricted to same subnet.
V. EVALUATION
We developed a test game on the architecture of the
Gamelet system and focused our tests on zone distribution
and distributed rendering. Due to lack of space, we present
evaluations with respect to processing efficiency, bandwidth
requirements and user perception of the Gamelet system.
1) Bandwidth: Bandwidth requirement for streaming im-
ages from Gamelet to mobile client (resolution: 800x480
WVGA) is around 1 to 3 Mbps after state-of-the-art com-
pression with CBAS. Efficiency of CBAS depends on the
size of the HuD and player’s state (eg. idle and static view).
Table I shows performance of a CBAS algorithm on an
uncompressed game screen shot. Though there is an average
of 3ms to 5ms processing overhead introduced by CBAS, it
reduces bandwidth requirement effectively. (Note: If the game
is streamed at 25 frames per second and the HuD area is
streamed at 5 frames per second, effectively HuD transmission
is removed from 20 game frames.)
With 1 to 3 Mbps per client, up to five clients can be supported
per access point over 11 Mbps 802.11b networks. However,
the bandwidth to send game update (20 updates per second
each ˜60 bytes) from game server to a Gamelet is less than
9.6 Kbps. If we use conventional cloud game system this
server bandwidth will escalate up to 3 Mbps per client which
severely affects the scalability of the server. However, when
there more than 2 clients connected to a Gamelet and if there is
no helper Gamelets nearby, the frame rate drops significantly.
This can be mitigated with increasing the configuration of
the Gamelet, installing more Gamelets for peer assistance or
hosting a Gamelet process in one or more powerful game
clients.
TABLE I
CBAS COMPRESSION AND OVERHEADS ON AN UNCOMPRESSED GAME
SCREEN SHOT (AVERAGE VALUES)
Process Overhead Data size reduction
In-Game HUD Removal 3ms 17%
Non-Key Region Removal 5ms 78%
2) Processing Efficiency: We used windows task manager
to measure CPU usage. GPU performance was recorded using
MSI Afterburner version 2.3.1. In each run for measurement,
the user took the same route through the game and looks
at the same objects. He then comes to a stop and allows
the hardware monitors to level off to determine the average
CPU & GPU usage. The data in Table II shows that multi-
camera distributed rendering reduces the amount of work load
required by the main rendering gamelet and the net workload
is approximately the same. While CPU data remains mostly
the same in both cases and on the render assistant, the GPU
usage decreases linearly as the number of pixels to render
decreases. The marginal increase in CPU usage in cases 2,3
and 4 are attributed to the communication overhead with
adjacent Gamelets.
TABLE II
AVERAGE CPU & GPU USAGE
Case No. Size CPU GPU
1 Rendering full screen 13% 81%
2 Rendering half screen 14% 37%
3 Rendering half screen for another Gamelet 14% 38%
4 Rendering 1/6 of the screen 14% 26%
3) User Perception: To evaluate the user perception we
conducted a small scale user study with seven undergraduate
students. We set the network latency between game server and
Gamelet to 120ms (above the acceptable latency of 100ms)
and 200ms. Game server was run in a computer connected
to our school’s campus network, the Gamelets and clients
were connected to two randomly selected WiFi access points
of the campus wireless network. Users played the traditional
client/server version of our custom developed 3D survival
game called Garden of Eden for first 20 minutes to understand
the game, learn the game mechanics and have a feel of the best
possible version (non-cloud based). We assisted and trained
them during this period.
After initial training, the users played different variants of
the game to evaluate. There were five variants with different
number of Gamelets to render for a client. The variants are
presented to the users in random order. The client side code
of the game simply gets the compressed stream from the
Gamelet and uncompresses it to display. In addition, it captures
all the user actions. We have developed Laptop, iPad and
Samrtphone (Android) version of the client for evaluating. It
is a multiplayer game. We used a mix of Laptops and iPads
for each round in the user study. (A demo of the game with
Gamelet concept is available in Youtube [26]).
The users were asked to look for artefacts (latency, jitter,
visual quality, etc) if any and give a score for each version
using 5-point Likert scale. The results are shown in Figure 11.
Note: Gamelets = zero indicates pure cloud game (rendering
is done in the game server itself). The Gamelet version of the
game used ’dead reckoning’ to hide latency. The pure cloud
version assumes dump client. The client can only display the
streamed images and capture user interactions. Initial results
are encouraging. Gamelet system performs better than pure
cloud based system especially when the delay is high. Hence,
we claim Gamelets are good for multiplayer games over delay
and loss prone wireless networks. However, when number
of Gamelets are increased, the quality drops due to content
synchronisation errors. We defer further work on improving
synchronisation mechanism to future.
Very	
  	
  
No(ceable	
  
No(ceable	
  
Barely	
  	
  
No(ceable	
  
Unno(ceable	
  
No	
  difference	
  
Number	
  of	
  Gamelet	
  nodes	
  
1	
  
2	
  
3	
  
4	
  
5	
  
4	
   2	
   1	
   0	
   8	
  
120ms	
  Latency	
  
200ms	
  Latency	
  
Fig. 11. User Study Scores
VI. DISCUSSION AND FUTURE WORK
Though the system works very well, there are two key lim-
itations in distributed rendering part. The first limitation is the
zone handling overhead. A constant additional computational
load is added on the Gamelet due to the constant addition and
removal of zones. This can be reduced by using appropriate
zone size. We defer map and game genre based zone size
optimisation to future work.
The second limitation is that the zones are downloaded with
a predictive method. This means a user playing in the game
world close to multiple boundaries will trigger the download
of several zones that he might not require at all. In the worst
case scenario a user may be playing in an area with several
overlapping boundaries, which in turn means he will download
several additional zone data that fills up the Gamelet’s memory
for nothing. This may lead to the gamelet invoking peer
assistance for rendering due to its inability to further download
zone data. However, this case should only occur if the whole
game consists of dense amounts of high polygon count models.
Thus, good game programming practices can mitigate this
limitation.
Our short user study is conducted with small group of
student users in well controlled lab environments. We are
planning to do a large scale user study with general public
game players to study various other dynamics of the Gamelet
system in detail.
Our proposal opens-up various research challenges in-
cluding classical argument of distributed vs centralised con-
trol, synchronisation of Gamelets, compression techniques,
security, Gamelet node trust, fairness of the game play
(eg. connecting to powerful Gamelet vs average Gamelet
node), mobility of players, dynamic zone resizing, energy
efficiency [27] [28], overheads, resource provisioning and
resource accountability. We plan to progressively address these
challenges in our future works.
VII. CONCLUSION
In this paper we have made a first attempt for a distributed
micro-cloud infrastructure with a next generation conceptual
device called the Gamelet, which can be a separate device or
integrated with the current wireless access point or a powerful
game client to improve the performance and decrease the
limitations faced by cloud game Industry. Key advantages
over pure cloud games are: decreased latency, possibilities
for latency hiding and synchronisation techniques, increased
server scalability (esp. bandwidth). We strongly believe that
Gamelet system and its variations will push the Cloud game
Industry (especially, massively multiplayer mobile games)
to next level. We sincerely thank Chong Ming Xun, Ngin
Guan Wei Brain and Lee Tai Yun for their great help in
implementing and testing the prototype game. Our special
thanks to Yong U-Wern Justin for implementing content based
adaptive streaming.
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IEEE-ISPN Seventh International Conference on Mobile Computing and Ubiquitous Networking (ICMU 2014),
Singapore, Jan 2014

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Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]

  • 1. Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds Bhojan Anand, Aw Jia Hao Edwin School of Computing, National University of Singapore email: banand@comp.nus.edu.sg, faets@live.com.sg Abstract—In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further [1], [2]. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today’s technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype. I. INTRODUCTION Cloud computing conventionally follows three fundamental models, Infrastructure as a Service(IaaS) , Platform as a Service (PaaS) and Software as a Service (SaaS). At present, although it is still a relatively young, cloud computing has proven to be a very welcomed system, with revenue from Software-as-a-Service (SaaS) alone reached an astonishing $14.5 billion in 2012 [3] and forecasted to grow five times faster than traditional software packages [4]. Lately games have also started to make an appearance into the cloud scene with Games on Demand (GoD) which has tapped onto the SaaS type of cloud technology. A cloud gaming system must collect a player’s actions, transmit them to the cloud server, process the action, render the results, encode the resulting changes to the game world, compress, and stream the video (game scenes) back to the player. To ensure interactivity, all of these serial operations must happen within milliseconds. Intuitively, this amount of time, which is defined as interaction delay, must be kept as short as possible in order to provide a rich Quality of Experience (QoE) to cloud game players. This latency should be less than 100ms for FPS games, 500ms for RPG games and 1000ms for RTS games [5]. This makes cloud gaming one of the most challenging multimedia application. There are two distinct methods used by cloud gaming services in general. In the first method, the game is played on a virtual machine and the rendered results are compressed and streamed. In the second method, streaming is built-in into the game itself. However, these conventional cloud gaming approaches suffer from three fundamental issues - latency [5], server scalability (in terms of bandwidth, computation, memory) and lack of game data and game knowledge at the client side to use latency hiding and synchronisation techniques such as Dead-reckoning [6] and Local Perception Filters [7] for smooth gameplay. While traditional client/server games are extensively relying on various latency hiding techniques to provide good multi- player gaming experience, current Cloud games system makes these techniques hard to use, despite introducing additional latency for cloud processing and encoding. Although the rendering and encoding latency will likely fall with faster hardware encoders, a significant portion of network latency is unavoidable as it is bounded by the speed of light in fibre [8]. In this work, we aim to improve performance of Cloud games for resource limited mobile devices and alleviate chal- lenges faced by game developers, by proposing the devel- opment of a next generation infrastructure called Gamelet system. Gamelet system is basically a distributed micro- cloud system in which the computational intensive tasks are offloaded to a Gamelet node that is few hops (most of the time one or two hops) away from the mobile client. With Gamelets the bandwidth and processing requirement of a game server (which may be running in traditional Cloud system) will be same as traditional game servers while the benefits of cloud system can be availed. II. RELATED WORKS AND MOTIVATIONS There are two distinct methods used by cloud gaming ser- vices in general. The first method, which is more conventional SaaS, consists of remote gaming on virtual machines and streaming the viewport of the virtual machine to the users. Users are granted their own game cloud, which stores all the games they have access to. This allows users who access to a large set of games on their game clouds and users can play from any location with a good connection with the providers central servers. This approach, which has been implemented by cloud gaming giants like Gaikai, has been growing in popularity over the past years in locations, which it is supported. Gaikai currently owns a Guinness world record of fifty million gamers per month 1. The main disadvantage to this approach is the need to be in relatively close proximity from the provider’s central servers [9]. Consumers, who are further away, will either be affected by much higher latency making most games intolerable, or will be prohibited from connecting to the server. Thus, global use of this type of systems will require the introduction of servers in a large number of regions, making it cost inefficient [10]. With cellular networks network latency goes up to 200ms [5] even with very close proximity and these mobile clients are completely eliminated from playing Cloud games. 1http://www.gaikai.com/ IEEE-ISPN Seventh International Conference on Mobile Computing and Ubiquitous Networking (ICMU 2014), Singapore, Jan 2014
  • 2. The second method is to have the streaming technology built into games. For convenience sake, we will call the games developed this way ’pure cloud games’. Pure cloud games are usually played on a browser. Users connect to game servers on their browsers and are fed a stream (video/image) of what is happening in the game. This method is supported by a large array of devices and has been extremely successful on social media platforms such as Facebook [11]. The current problem with this approach is the genre of games that can be played is greatly limited. At present, only games, which are not affected by high latency and delays such as turn-based games, can effectively market on this approach. This heavily limits the types of games, which can be developed on this paradigm. Apart from latency, in both methods server scalability is affected due to high bandwidth (also, processor and memory) requirement to stream image/video instead of small game update packets of traditional client/server games. In addition, with cloud based games the client is just a video/image render- ing and UI device and it cannot run additional algorithms to hide latency as the game data is not available at the client side. We introduce Gamelet system to mitigate these drawbacks. Distributed Rendering: There are several solutions to dis- tributed rendering, with the most prominent one being, di- viding a viewport into multiple sections and rendering each section in parallel using a different core, processor, graphic card, or device. Figure 1 illustrates how the rendering is divided into sections by Digipede’s [12] parallel rendering so- lution. On the left, the entire viewport is rendered sequentially using only one device. On the right, the viewport is broken down into 25 sections and rendered in parallel on multiple devices, increasing the speed of rendering exponentially as more devices are dedicated to it. Fig. 1. Distributed Rendering via Parallel Processing III. GAMELET VISION & CHALLENGES Gamelet is a minimal-set hardware required to run, render and stream 3D games placed in the same local network or few hops (most of the time one or two hops) away from the mobile client. Adjacent Gamelets running the same game can communicate with each other for information sharing and distributed rendering for increased efficiency. Gamelets run client portion of the game with conventional latency hiding Fig. 2. Gamelet Communication Structure and synchronising techniques such as Dead-reckoning [6] and Local Perception Filtering [7] to provide good QoE. The Gamelet is designed to take over the rendering task from game cloud servers.The Gamelet can process the players’ actions and give players immediate feedback, which helps to mask the latency between the Gamelet and the central game servers where the players’ actions are processed. The image or video are streamed only in the local wireless network which means each user will be able to receive a larger dedicated bandwidth, without incurring larger Internet costs. In addition it reduces the transmission time of the image/video frame and improves network latency. We envision Gamelet as a modified version of today’s ever- common public WiFi access points with some additional hard- ware (Figure 2). However, Gamelet can be separate hardware connected to the local wireless network access points or power full peer game client rendering for itself and other players. For example, a Gamelet can be a common processing box in the home network which can stream game to multiple devices in the home. Proposed basic hardware includes: Processing Unit, RAM , Graphics Card, Flash Drive (For lightweight operating system). 1) Deployment: Gamelets can be deployed and managed by third party (not the game developers) service providers to provide subscription based value added service to their clients. For example, public/private WiFi service provider (shopping complex, airport lounge or coffee shop management). The mobile client playing the streamed game can be very thin with a capability to play the video stream provided by the Gamelet and transfer the user inputs to the Gamelet. In an extreme case the client player can be simply a display or projector device with some interface for human interaction (eg. touch sensors or hand movement sensors). For example, the game can be simply projected on the wall and the player can play by directly manipulating (with hand/finger sensor) the displayed contents. The Gamelet system can provide resource adaptive resolution. For example, a power full Gamelet or set of connected Gamelets can provide resolution beyond the mobile screen resolution for big displays adaptively depending on the amount of free resources they have. 2) Key Challenges of the Gamelet System: Overall, the Gamelet system looks very interesting and promising solution IEEE-ISPN Seventh International Conference on Mobile Computing and Ubiquitous Networking (ICMU 2014), Singapore, Jan 2014
  • 3. to improve the efficiency of cloud games. However, the system has some key challenges. The challenges and our initial solutions are given below. • Zone Distribution. 3D games of today require a lot of data to run. The average size of present day 3D games is approximately 5 Gbytes. For example, the recommended system configuration for Battlefield 3, a highly popular FPS game is 4 GB RAM and 20 GB storage space [5]. Hence, the gamelet may not be able to host more than a 1-2 games. Also, it takes up to 56 minutes to download a game, assuming 1.5 Mbps bandwidth. We address this by dividing the game world and game resources to zones. Each Gamelet download the zone in which its client is playing. In addition, adjacent Gamelets holding different zones share the rendered data to improve efficiency. For example, if two players are playing different zones in a game served by adjacent Gamelets and they swap zones, the rendered zone data will be exchanged between Gamelets instead of downloading and rendering again. • Distributed Rendering. 3D computer graphics improves rapidly over time, how will the Gamelet prevent itself from becoming obsolete too quickly? Distributed render- ing helps to slow down the process of obsoleting. By exploiting the interconnectivity between Gamelets, pow- erful adjacent Gamelets can provide rendering assistant to old less powerful ones. • Security. The biggest challenge is security, loss of cen- tralised control and cheating. This is not new, the problem is similar to traditional client/server games and there are significant amount of research to address most of the issues [13][14][15]. In fact, the problem can be minimised - the problems should be handled only up to Gamelet tire not up to the client device level. • Content Based Adaptive Streaming. Unlike video stream- ing, games have strict realtime constraints and hence more effective and faster compression and encoding algorithms required to minimise bandwidth requirement per client while improving the end-user interaction latency and QoE. In addition to the use of state-of-the art image/video compression and encoding techniques, we have designed Content Based Adaptive Streaming (CBAS) which ex- ploits the properties of the Game content to reduce the bandwidth usage further. For example, static game regions are streamed at a lower frame rate. We have developed a basic prototype to test and evaluate. The proposed system opens up huge set of research challenges (listed in Section VI) for large scale implementation, some of which are also discussed below. IV. IMPLEMENTATION A. Zone distribution Zone distribution divides the game world into a graph of nodes. Each zone consists of all the information required for a user to play the game in his specific zone. This includes the player’s character models, skybox, terrain map and others (Figure 3). Zone size is determined based on the following factors: 1) Time to download the zone; 2) Time to load the zone. Zone division procedure is given in Algorithm 1 and Figure 4 visually depicts the procedure. We can resize the Zones dynamically based on network conditions by run- ning the algorithm periodically. Zone request is processed as follows by each Gamelet: 1)When user’s camera enters the boundary (Figure 5) of the new zone a ’request to download’ is issued; 2) When the user’s far clip plane enters a new zone a ’request to load’ is issued. Fig. 3. Zones and what they contain Algorithm 1 Game World Division input: α = Estimated worst case RTT input: β = Estimated worst case bandwidth per user input: µ = Desired worst case total download time maxZoneSize = β(µ + α ) Divide map into 4 zones over x,z axis about origin if objects centre lie on the axis itself then distribute to either side of axis based on how many objects on either side end if Push zones into queue while queue not empty do Current zone = Pop top of queue if Current zone size > maxZoneSize then Subdivide zone by 4 again Push all 4 zones back into queue end if end while Finding Boundaries: Boundaries are the places in the world which prompts the game to request additional game data for downloading. The game will prompt a new zone download when the player’s far clip camera enters the boundary area. The algorithm (Algorithm 2) to find boundaries is quite simple and is called after the zones are divided. With this algorithm, we ensure that a zone is fully downloaded by the time the player camera can render it.
  • 4. Fig. 4. Zone Division (Visual illustration) Fig. 5. Zone Division - Zone Boundary B. Distributed Rendering Most distributed rendering frameworks build on two primary modules: the Real-Time Scene Graph (RTSG) [16] and the Network-Integrated Multimedia Middleware (NMM) [17]. And at present all of the top used game engines (Unity [18], Unreal [19], RAGE [20] , cryENGINE [21]) do not have the NMM layer, and do not allow developer access to the RTSG layer so developers are not able to implement their own NMM layers. Games today are developed in a way that they can be rendered at a playable frame rate on the minimum hardware specifications of the game, so there is little motivation in investing in developing a distributed rendering system. Thus, this paradigm of distributed rendering is not usable if a developer chooses to use a game engine to develop his game. Although the RTSG layer of the development architecture cannot be accessed by game developers developing on game engines, there still exists a unique workaround catered specif- ically for the Gamelet. Distributed rendering can still be done Algorithm 2 Finding Boundaries input: µ = Desired worst case total download time input: φ = Player far clip plane distance input: ω = Distance player covers in 1 second of movement in game for all zones do BoundarySize == φ + ω / µ ) Propagate zone edges and boundary size to all neigh- bouring zones end for by reducing the workload on one Gamelet rendering engine and increasing the workload on another, without accessing the RTSG layer. We reduce the camera view area, use more cam- eras and then render each camera view in different Gamelet. By decreasing the view of a camera, we indirectly decrease the workload of the rendering engine (refer Table II). Compression time for rendered images decreases linearly. We call this method as Multi-Camera Distributed Rendering (MCDR). C. Multi-Camera Distributed Rendering (MCDR) There are two ways to do multi-camera distributed render- ing. We will discuss them shortly here. 1) Rotating Camera: The concept of rotating the camera is very simple, by reducing its aspect ratio the camera naturally renders a smaller number of pixels so the individual work done on a gamelet is reduced. The missing pixels are then rendered by assisting gamelet with cameras positioned at the same location but rotated in the direction of the missing pixels (Figure 6). This method however, does not provide a perspectively correct image. This is due to the fact that the near and far clip planes on the cameras view frustums are not aligned between all rendering units. The result of rendering using this method is an inverted fish eye view of the world. While objects which are far away seem to be rendered correctly, once the objects are moved closer to the near clip plane, the inverted fish eye effect becomes instantly distinct (Figure 7). So this method can’t be used. Fig. 6. Illustration of rotating cameras 2) Reshaping the view frustum: The most appropriate way to perform multi camera distributed rendering is by reshaping the view frustum. This can be done and synchronised across game worlds by setting up a camera with the same settings as
  • 5. Fig. 7. 3D illustration of fish eye view on objects near and far the original camera (not distributed), which means same aspect ratio, near and far clip planes (Figure 8). And by manipulating the location which the side clip planes intersect the near clip plane, you will be able to render the exact same image as the original camera at the same aspect ratio across multiple cameras. Fig. 8. Perspectively correct multi camera rendering D. Content Based Adaptive Streaming CBAS (Content Based Adaptive Streaming) uses the fol- lowing techniques to reduce the bandwidth requirement per client. Based on our analysis, in most of the popular Games about 30% of the display is used for in-game HUD (Head-up- Displays). HUDs display the player’s vital information such as health, ammo and equipment (Figure 9). As HUD area is relatively static, we stream this area at much lower rate. For example, 5-8 frames per second instead of usual 25-30 frames per second. Similarly, when the player is not doing any action and his view is static, we stream the player’s background much lower frame rate. This background area, called as Non-key region, is shown in Figure 10. In addition, when game state is not important (for example, player is in idle state or slowly moving state and no other players around him to interact), we stream the game in lower rate 15-20 frames per second. Our previous works list several techniques for identifying the importance of game state [22][23][24][25]. The game state is computed at the game server. Study on trade-off in computing game state and its benefits in Gamelet system are deferred to future work. Fig. 9. In-game HuD area Fig. 10. Background region outside the red box (Non-key region) E. Selecting Adjacent Gamelet Adjacent Gamelet are selected for rendering assistance based on three key parameters, network latency, rendering latency and expected frame rate. At least 25 fps is required for fluidity of the game play. Hence, the maximum rendering latency is fixed to 1 25 s which is 40 ms. Which means the Gamelet should send data to adjacent helping Gamelet, get it rendered by the helper and receive back the rendered data within 40 ms. Each Gamelet continuously maintain a neighbour list of adjacent Gamelet which satisfy this latency constraint. Gamelet will get their initial list from the Game server which filters the gamelet based on IP-to-geo location mapping. Individual Gamelet use this initial list to build their adjacency list based on round-trip latency to other Gamelet in the list. Alternatively, to keep it simple, the adjacent Gamelet search can be restricted to same subnet. V. EVALUATION We developed a test game on the architecture of the Gamelet system and focused our tests on zone distribution and distributed rendering. Due to lack of space, we present evaluations with respect to processing efficiency, bandwidth requirements and user perception of the Gamelet system. 1) Bandwidth: Bandwidth requirement for streaming im- ages from Gamelet to mobile client (resolution: 800x480 WVGA) is around 1 to 3 Mbps after state-of-the-art com- pression with CBAS. Efficiency of CBAS depends on the size of the HuD and player’s state (eg. idle and static view). Table I shows performance of a CBAS algorithm on an uncompressed game screen shot. Though there is an average of 3ms to 5ms processing overhead introduced by CBAS, it reduces bandwidth requirement effectively. (Note: If the game
  • 6. is streamed at 25 frames per second and the HuD area is streamed at 5 frames per second, effectively HuD transmission is removed from 20 game frames.) With 1 to 3 Mbps per client, up to five clients can be supported per access point over 11 Mbps 802.11b networks. However, the bandwidth to send game update (20 updates per second each ˜60 bytes) from game server to a Gamelet is less than 9.6 Kbps. If we use conventional cloud game system this server bandwidth will escalate up to 3 Mbps per client which severely affects the scalability of the server. However, when there more than 2 clients connected to a Gamelet and if there is no helper Gamelets nearby, the frame rate drops significantly. This can be mitigated with increasing the configuration of the Gamelet, installing more Gamelets for peer assistance or hosting a Gamelet process in one or more powerful game clients. TABLE I CBAS COMPRESSION AND OVERHEADS ON AN UNCOMPRESSED GAME SCREEN SHOT (AVERAGE VALUES) Process Overhead Data size reduction In-Game HUD Removal 3ms 17% Non-Key Region Removal 5ms 78% 2) Processing Efficiency: We used windows task manager to measure CPU usage. GPU performance was recorded using MSI Afterburner version 2.3.1. In each run for measurement, the user took the same route through the game and looks at the same objects. He then comes to a stop and allows the hardware monitors to level off to determine the average CPU & GPU usage. The data in Table II shows that multi- camera distributed rendering reduces the amount of work load required by the main rendering gamelet and the net workload is approximately the same. While CPU data remains mostly the same in both cases and on the render assistant, the GPU usage decreases linearly as the number of pixels to render decreases. The marginal increase in CPU usage in cases 2,3 and 4 are attributed to the communication overhead with adjacent Gamelets. TABLE II AVERAGE CPU & GPU USAGE Case No. Size CPU GPU 1 Rendering full screen 13% 81% 2 Rendering half screen 14% 37% 3 Rendering half screen for another Gamelet 14% 38% 4 Rendering 1/6 of the screen 14% 26% 3) User Perception: To evaluate the user perception we conducted a small scale user study with seven undergraduate students. We set the network latency between game server and Gamelet to 120ms (above the acceptable latency of 100ms) and 200ms. Game server was run in a computer connected to our school’s campus network, the Gamelets and clients were connected to two randomly selected WiFi access points of the campus wireless network. Users played the traditional client/server version of our custom developed 3D survival game called Garden of Eden for first 20 minutes to understand the game, learn the game mechanics and have a feel of the best possible version (non-cloud based). We assisted and trained them during this period. After initial training, the users played different variants of the game to evaluate. There were five variants with different number of Gamelets to render for a client. The variants are presented to the users in random order. The client side code of the game simply gets the compressed stream from the Gamelet and uncompresses it to display. In addition, it captures all the user actions. We have developed Laptop, iPad and Samrtphone (Android) version of the client for evaluating. It is a multiplayer game. We used a mix of Laptops and iPads for each round in the user study. (A demo of the game with Gamelet concept is available in Youtube [26]). The users were asked to look for artefacts (latency, jitter, visual quality, etc) if any and give a score for each version using 5-point Likert scale. The results are shown in Figure 11. Note: Gamelets = zero indicates pure cloud game (rendering is done in the game server itself). The Gamelet version of the game used ’dead reckoning’ to hide latency. The pure cloud version assumes dump client. The client can only display the streamed images and capture user interactions. Initial results are encouraging. Gamelet system performs better than pure cloud based system especially when the delay is high. Hence, we claim Gamelets are good for multiplayer games over delay and loss prone wireless networks. However, when number of Gamelets are increased, the quality drops due to content synchronisation errors. We defer further work on improving synchronisation mechanism to future. Very     No(ceable   No(ceable   Barely     No(ceable   Unno(ceable   No  difference   Number  of  Gamelet  nodes   1   2   3   4   5   4   2   1   0   8   120ms  Latency   200ms  Latency   Fig. 11. User Study Scores VI. DISCUSSION AND FUTURE WORK Though the system works very well, there are two key lim- itations in distributed rendering part. The first limitation is the zone handling overhead. A constant additional computational load is added on the Gamelet due to the constant addition and removal of zones. This can be reduced by using appropriate zone size. We defer map and game genre based zone size optimisation to future work. The second limitation is that the zones are downloaded with a predictive method. This means a user playing in the game world close to multiple boundaries will trigger the download of several zones that he might not require at all. In the worst
  • 7. case scenario a user may be playing in an area with several overlapping boundaries, which in turn means he will download several additional zone data that fills up the Gamelet’s memory for nothing. This may lead to the gamelet invoking peer assistance for rendering due to its inability to further download zone data. However, this case should only occur if the whole game consists of dense amounts of high polygon count models. Thus, good game programming practices can mitigate this limitation. Our short user study is conducted with small group of student users in well controlled lab environments. We are planning to do a large scale user study with general public game players to study various other dynamics of the Gamelet system in detail. Our proposal opens-up various research challenges in- cluding classical argument of distributed vs centralised con- trol, synchronisation of Gamelets, compression techniques, security, Gamelet node trust, fairness of the game play (eg. connecting to powerful Gamelet vs average Gamelet node), mobility of players, dynamic zone resizing, energy efficiency [27] [28], overheads, resource provisioning and resource accountability. We plan to progressively address these challenges in our future works. VII. CONCLUSION In this paper we have made a first attempt for a distributed micro-cloud infrastructure with a next generation conceptual device called the Gamelet, which can be a separate device or integrated with the current wireless access point or a powerful game client to improve the performance and decrease the limitations faced by cloud game Industry. Key advantages over pure cloud games are: decreased latency, possibilities for latency hiding and synchronisation techniques, increased server scalability (esp. bandwidth). We strongly believe that Gamelet system and its variations will push the Cloud game Industry (especially, massively multiplayer mobile games) to next level. We sincerely thank Chong Ming Xun, Ngin Guan Wei Brain and Lee Tai Yun for their great help in implementing and testing the prototype game. Our special thanks to Yong U-Wern Justin for implementing content based adaptive streaming. REFERENCES [1] H. T. Dinh, C. Lee, D. Niyato, and P. Wang, “A survey of mobile cloud computing: architecture, applications, and approaches,” Wireless Communications and Mobile Computing, 2011. [Online]. Available: http://dx.doi.org/10.1002/wcm.1203 [2] N. Fernando, S. W. Loke, and W. Rahayu, “Mobile cloud computing: A survey,” Future Gener. Comput. Syst., vol. 29, no. 1, pp. 84–106, Jan. 2013. [Online]. 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