System Architecture for Billing of Multi-Player Games in a ...

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  • UMTS is designed to provide access o he existing Internet services as well as UMTS specific services. GPRS is used for unicast end-to-end IP traffic SGSN verifies that the authenticated terminal holds a subscription that allows packet data traffic.
  • 2. Messaging and voice services are already supported by 2/2.5G networks. An array of several new services is required to convince customers to upgrade their wireless terminals. The array of new services will include video services and gaming. 4. Using UMTS and other 3G systems alone is not enough to provide the tight delay bounds required by these multi-player games** 6. UMTS registers the users at the commencement of the game. During the game the players exchange information over wireless horizontal communication conducted over wireless LAN
  • Wireless games being played on mobile phones. Ex. Nokia. The games are built in. Strategic games require 300msec
  • 2. Allows them to participate in the game without being tethered down by a wire 3g wireless resources are expected to be too costly for the average player to afford 4. UMTS takes care of all that and the billing too.
  • 2. Users in the group tend to want to play the same game At least one wireless terminal in each multi-player group must have a connection to he WOCS(UMTS)
  • The bridging terminal runs the Local Game Server. Ah-hoc—Some terminals cannot see the bridging terminal. So they have to make multiple hops to communicate with the bridging terminal Cellular—multi-player group can be formed within the coverage of the WOCS
  • Network a) is a wireless ad-hoc network with a wireless vertical connection to the WOCS Network b) is a wireless cellular network with a wireless vertical connection to the WOCS Network c) is a wireless cellular network with a wired vertical conncetion to the WOCS
  • WOCS contains one billing entity(discuss next) WOCS has to be able to cbackbone and connect to the IP backbone and at least to one of the wireless terminals ofe each multi-player network. If a player wants to join a game, he/she can establish a vertical connection with WOCS. This sys can release information about ongoing games ocurring at the moment. It can point the player current ongoing game sessions and give information about the type of air interface being used
  • The billing entity is part of the WOCS infrastructure Direct charging—the gsp directly charges the customer for the gaming services using either a pre-paid or an on-lien credit card Indirect charging—a non wocs billing entity within the IP backbone charges the customer for the gaming services.
  • Disadvantage of separate billing: not customer friendly, multiple billing, authentication from different gsp Advantage of transparent billing: the customer deals with only company for the billing of the game and connection
  • Gsp collects score results of the multi-player gaming sessions
  • System Architecture for Billing of Multi-Player Games in a ...

    1. 1. System Architecture for Billing of Multi-Player Games in a Wireless Environment using GSM/UMTS and WLAN Services Femi Adeyemo 11/21/02
    2. 2. Outline <ul><li>Introduction and Motivation </li></ul><ul><li>System Architecture </li></ul><ul><li>Protocol For Game Initiation and Score Submission </li></ul><ul><li>Network Provider’s Perspective </li></ul><ul><li>Conclusion </li></ul>
    3. 3. Definitions <ul><li>UMTS </li></ul><ul><ul><li>Short for U niversal M obile T elecommunications S ystem , a third generation mobile technology that will deliver broadband information at speeds up to 2Mbits/sec. </li></ul></ul><ul><ul><li>GPRS (General Packet Radio Service) is a platform designed for packet-data traffic in UMTS. </li></ul></ul><ul><ul><li>UMTS core network </li></ul></ul><ul><ul><ul><li>GGSN (Gateway GPRS Support Node) is the translator between external networks (ex. the Internet) and UMTS. </li></ul></ul></ul><ul><ul><ul><li>SGSN (Serving GPRS Support Node) performs authentication procedures on UMTS </li></ul></ul></ul>
    4. 4. Definitions <ul><li>GSM </li></ul><ul><ul><li>Short for G lobal S ystem for M obile Communications, one of the leading digital cellular systems. GSM uses narrowband TDMA , which allows eight simultaneous calls on the same radio frequency. </li></ul></ul><ul><li>WLAN </li></ul><ul><ul><li>Acronym for w ireless l ocal- a rea n etwork . Also referred to as LAWN . A type of local-area network that uses high-frequency radio waves rather than wires to communicate between nodes . </li></ul></ul>
    5. 5. Introduction and Motivation <ul><li>Market research finds that mobile commerce for 3G wireless systems and beyond will be dominated by basic human communication (such as messaging, voice, video communication) and mobile entertainment (gaming, gambling). </li></ul><ul><li>Games played by multiple users, each using a wireless terminal(eg. PDA), have tremendous revenue potential for next generation wireless system. </li></ul><ul><li>A system architecture is developed to enable high-quality games among multiple wireless users and at the same time enabling network service providers and game service providers to charge for the gaming service </li></ul><ul><li>UMTS is necessary in this architecture in order for wireless vertical communication to be conducted. (Discuss later) </li></ul>
    6. 6. Introduction cont’d <ul><li>Differences between wireless and wired multi-player games </li></ul><ul><ul><li>The platform and network requirements: The PCs or labtops have larger display formats than the existing mobile phones </li></ul></ul><ul><ul><li>Wired games require very tight jitter and delay, i.e., small ping times </li></ul></ul><ul><li>Wireless players that are connected to the Internet via a GSM air interface typically experience round trip delays around 2.4 sec. </li></ul>
    7. 7. Introduction cont’d <ul><li>Even though 3G wireless systems may provide smaller round trip delays, it is generally expected that they will still not meet the tight delay requirements of multi-player games. </li></ul><ul><li>Motivation for using UMTS network </li></ul><ul><ul><li>First, many players participating in multi-player games express interest in playing these games from a wireless platform. </li></ul></ul><ul><ul><li>Helps in eliminating the procedure of re-registering to the game service provider. </li></ul></ul>
    8. 8. System Architecture <ul><li>Multi-Player Network </li></ul><ul><li>Wireless Overlay Communication System (WOCS) </li></ul><ul><li>Billing Entity </li></ul><ul><li>Gaming Service Provider </li></ul><ul><li>IP Backbone </li></ul>
    9. 9. Multi-Player Network <ul><li>The network is used by a multi-player group, which consists of multiple users </li></ul><ul><li>The wireless terminals in the multi-player network have at least one common air interface(s). </li></ul><ul><li>This interface is used for the communication among the wireless terminals. This is referred to as horizontal communication. </li></ul>
    10. 10. Multiple-Player Network Cont’d <ul><li>Interface towards the WOCS is referred to as vertical communication </li></ul><ul><li>The terminal which was chosen to communicate over both the vertical and the horizontal connection is referred to as Bridging Terminal </li></ul><ul><li>Multi-player network is characterized by its topology </li></ul><ul><ul><li>Ad-hoc Topology </li></ul></ul><ul><ul><ul><li>Topology that involves communication over multiple wireless hops </li></ul></ul></ul><ul><ul><li>Cellular Topology </li></ul></ul><ul><ul><ul><li>Topology where all players in the multi-player group can communicate in one hop with the bridging terminal. </li></ul></ul></ul>
    11. 11. Multi-Player Network Cont’d
    12. 12. Wireless Overlay Communication System <ul><li>This system enables wireless terminals with the adequate air interface to connect anytime and anywhere within the coverage of the WOCS via the IP backbone network to the game service providers. </li></ul><ul><li>WOCS enables secure wireless downloading of new games or game data offered by the game service provider to wireless terminals. </li></ul><ul><li>Can facilitate the forming of multi-player groups if it supports location services. </li></ul>
    13. 13. Billing Entity <ul><li>Two Billing Approaches </li></ul><ul><ul><ul><li>Separate Billing: The customer has a contract with the WOCS provider and one or multiple separate contract(s) with one or multiple game service provider(s). WOCS charges the user for the use of the vertical connection. </li></ul></ul></ul><ul><ul><ul><ul><li>Direct Charging </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Indirect Charging </li></ul></ul></ul></ul><ul><ul><ul><li>Transparent Billing: The WOCS billing entity is used both for the billing for the vertical connection as well as for the billing for the gaming service. </li></ul></ul></ul>
    14. 14. Billing Entity cont’d
    15. 15. <ul><li>Game Service Provider </li></ul><ul><li>The game service provider authenticates each user for each new instantiation of the game. </li></ul><ul><li>After the authentication, the game service provider activates the requested game. </li></ul><ul><li>The game itself runs on the wireless terminal and not on the game service provider’s computing facilities. </li></ul><ul><li>Mechanisms to reduce the possibilities of hacking. </li></ul><ul><li>IP Backbone </li></ul><ul><li>It is the Internet with standard IP services. </li></ul><ul><li>Both the WOCS and the game service providers are connected to the IP backbone </li></ul>
    16. 16. Protocol For Game Initiation and Score Submission
    17. 17. Network Provider’s Perspective <ul><li>With the combination of both technologies, UMTS and WLAN, customers are able to enjoy high-quality multi-player games in the wireless format while enabling game service providers to charge for the games </li></ul><ul><li>Separate, they both have their advantages and disadvantages: </li></ul><ul><ul><li>Advantage: </li></ul></ul><ul><ul><ul><li>Security and billing in 3G systems </li></ul></ul></ul><ul><ul><ul><li>High-speed service in WLANs </li></ul></ul></ul><ul><ul><li>Disadvantage: </li></ul></ul><ul><ul><ul><li>Limited bandwidth service in 3G systems </li></ul></ul></ul><ul><ul><ul><li>No billing infrastructure in WLANs </li></ul></ul></ul>
    18. 18. Conclusion <ul><li>This architecture consist of UMTS and WLAN networks </li></ul><ul><li>This protocol allows users to enjoy multi-player games while not being tied down by a cable connection. </li></ul><ul><li>The network providers resources are only used for authentication of users, billing, and the exchange of gaming scores. </li></ul><ul><li>This design allows network providers the possibility of offering new revenue-rich services in the wireless format. </li></ul>
    19. 19. Questions?

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