Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
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. 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.
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14AMD Developer Central
Learn more about how AMD’s RapidFire SDK simplifies the delivery of multi-game streaming from a single GPU while minimizing latency to ensure one of the best cloud gaming experiences in this presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
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. 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.
RapidFire - the Easy Route to low Latency Cloud Gaming Solutions - AMD at GDC14AMD Developer Central
Learn more about how AMD’s RapidFire SDK simplifies the delivery of multi-game streaming from a single GPU while minimizing latency to ensure one of the best cloud gaming experiences in this presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Cloud Computing and the Gaming Industry - ProfitBricks TalkProfitBricks
Cloud Computing is transforming the Gaming Industry and providing numerous benefits for organizations that migrate their development, testing and production systems to the Cloud. In this talk, Axel Herr, COO of ProfitBricks, the world's Price/Performance leader in Cloud Computing IaaS shares his unique insight from 30+ years in the IT/Gaming industry and why Cloud Computing makes gaming companies more agile and have lower costs. ProfitBricks is the only Cloud Computing provider to offer InfiniBand based networking free of charge and these 80 Gbps connections between servers and between servers and storage provide HPC (High Performance Computing) like networking speeds with low latency.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
Stream games and apps to any device. Use public cloud services like AWS. Utilizing desktop class GPU from Nvidia or AMD to offer full HD game streaming service.
Introducing GeForce NOW, a new game streaming service that is like Netflix for games. Learn about the benefits, technology and roadmap that will transform how video games are played.
XPDS13: Zero-copy display of guest framebuffers using GEM - John Baboval, CitrixThe Linux Foundation
The current state-of-the-art in displaying guest video is to copy pixel data from domU memory into a buffer in the device model domain, and then to render the display using something like X, or VNC. The quantity of data copied is partially mitigated by dirty page tracking. However when using the VM to play video or other other tasks that require frequent full-screen updates, copying is a significant drag on system performance and power consumption. By using the DRM subsystem in dom0 on systems with a unified memory architecture, it is possible to make arbitrary pages available for direct scanout by the graphics hardware. The in-kernel graphics drivers make this relatively straight forward and maintainable. This presentation explains how the current display path works, and how to use DRM to improve it.
XPDS13: Xen in OSS based In–Vehicle Infotainment Systems - Artem Mygaiev, Glo...The Linux Foundation
Xen role, details of implementation and problems in a sample solution based on OSS (Android, Linux and Xen) that addresses Automotive requirements such as ultra-fast RVC boot time, quick IVI system boot time, cloud connectivity and multimedia capabilities, reliability and security through hardware virtualization. Secure CAN/LIN/MOST bus integration handled by Linux on Dom0 while Android runs customizable QML-based HMI in a sandbox of DomU. These case studies will include but not be limited to: computing power requirements, memory requirements, virtualization, stability, boot-time sequence and optimization, video clips showing results of the work done. Case study is built on TexasInstruments OMAP5 SoC.
XPDS13: Performance Optimization on Xen-based Android Device - Jack Ren, Inte...The Linux Foundation
Mobile devices, such as smart phones and tablets, are becoming de-facto everyday computing and communication devices, virtualization can bring additional benfits to mobile devices for both security and manageability. IT department may use hypervisor, as a highly secure solution, to manage autherized mobile devices, such as for network traffic monitoring, filtering, scan (for virus detection), and/or OS update/patching even when the guest OS becomes completely dead. We insert Xen to the mobile OS Android to deprivilege Android as guest for security and manageability purpose. However, the usage case of mobile device is quit different with that of server, for example mobile devices runs completely different benchmarks (mostly multimedia focused) vs. that in server (mostly responsiveness focused). We analyze the gap of Xen as a mobile hypervisor and present how we improve the performance.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
XPDS16: Display Handler, a Client Display Framework for Xen - Brendan Kerrig...The Linux Foundation
This presentation will introduce Display Handler, an open source implementation and framework for providing client virtualized display and input handling within Xen. Display Handler provides a modular approach to both graphics virtualization and input multiplexing. Designed from the ground up to be extensible, the base implementation includes a DRM dumb buffer based renderer, though research is being done on integrating Intel’s GVT-g as an alternative renderer. It includes a fully functional input server which can be extended to support different input sources and output formats as well as providing configurable filtering. The base implementation includes a Windows display driver for Windows XP/7 support, a Linux framebuffer driver for basic Linux guest support, and generic QEMU guest support. A Windows 10 guest display driver is in development in addition to a proper Linux DRM guest driver. It was written in C++ and includes a full suite of unit tests.
The presentation will cover the motivation behind the development of Display Handler, the overall architecture, and future directions planned for the framework, especially how it can fit in with various other graphics virtualization technologies that are currently under development. Challenges on providing a beneficial user experience in multi-VM workstations will also be discussed.
Samsung will present the challenges of creating a dual-Android platform on the Nexus 10 using Xen on ARM. Running two copies of Android is a strong use-case to satisfy the security needs for BYOD (Bring Your Own Device), where one Android can be designated as “work” and is secure and isolated from the users “home” Android. Achieving a good user-experience in both Android is essential for this technology to succeed commercially. The Nexus 10 has ARM Cortex A15 processors. For a good user-experience, both Android need high-performance GPU-accelerated graphics which demand high throughput and low latency. Samsung will discuss the issues encountered using Xen on a mobile device in this demanding use-case, and how the changes for Xen for mobile can be contributed into the community.
Many significant improvements have been made to Xen and Linux for the ARM architecture since September 2012, when initial support for Xen on ARM was introduced in the kernel. The number of contributors considerably increased as the number of different companies behind them. Xen on ARM has become a true multivendor project. Today Linux 3.11 can run on Xen on ARM as a DomU or Dom0, 32-bit or 64-bit, with one or more CPUs. Xen 4.3, out since July 2013, is the first hypervisor release to support ARMv7 and ARMv8 platforms. This talk will discuss the current status of the project, the principal technical advancements achieved during the last year of development and the problems still left unsolved. It will relate the experience of porting Xen to many new ARM SoCs and working with multiple hardware vendors in the ARM ecosystem, within and outside the Linaro Enterprise working Group.
Research on cloud gaming: status and perspectivesGwendal Simon
Cloud gaming is seen as a major driver for future gaming business. However, cloud gaming is also a big challenge regarding the technical aspects. Researchers have worked on the area in the recent years. This presentation provides a tour on the research activities in the area. We make a focus on network latency aspects. We provide all along the presentation some research challenges.
XPDDS18: Design and Implementation of Automotive: Virtualization Based on Xen...The Linux Foundation
This talk presents a production-ready automotive virtualization solution with Xen. The key requirements that we focus are super-fast startup and recovery from failure, static virtual machine creation with dedicated resources, and performance effective graphics rendering. To reduce the boot time, we optimize the Xen startup procedure by effectively initializing Xen heap and VM memory, and booting multiple VMs concurrently. We provide fast recovery mechanism by re-implementing the VM reset feature. We also develop a highly optimized graphics APIs-forwarding mechanism supporting OpenGLES APIs up to v3.2. The pass rate of Khronos CTS in a guest OS is comparable to the Domain0’s. Our experiment shows that our virtualization solution provides reasonable performance for ARM-based automotive systems (hypervisor booting: less than 70ms, graphics performance: about 96% of Domain0).
What do “Crazy in Love” by Beyonce and the “Xen Project” have in common? They are both 15-year-old hits. Flash forward to today. The Xen Project is used by more than 10 million users, powers some of the largest clouds on the planet, and is starting to build momentum in embedded and safety-conscious market segments. The Xen Project played a key role in developing technologies outside of the hypervisor, like hardware virtualization, and open source security disclosure standards that impact entire industries.
The Xen Project’s success and longevity can be attributed to its flexible architecture, but more importantly to enabling community members to contribute ideas and code, even if they are not core to the project's main use-case. We will share how the project has supported new technologies and ideas (sometimes in the form of failures and sometimes wins) and will derive best practices that may help other projects .
XPDDS18: Real Time in XEN on ARM - Andrii Anisov, EPAM Systems Inc.The Linux Foundation
Currently, several initiatives promote XEN hypervisor into the automotive area as a base of complex virtualized systems. To support those initiatives and plunge into the automotive world XEN should fit at least two requirements: it should be appropriately certified and to be able to host a security domain. Leaving behind certification topic, here we focus on security domain hosting capability of XEN. Particularly on keeping RT guarantees for the specific domain.
This talk is a presentation of the investigation on a XEN hypervisor applicability to building a multi-OS system with real-time guarantees being kept for one of the hosted OSes.
During this presentation following topics would be outlined:
- experimental setup
- experimental use-cases and their motivation
- received results and discovered issues
- solutions and mitigation measures for discovered issues
A cloud gaming system based on user level virtualization and its resource sch...redpel dot com
A cloud gaming system based on user level virtualization and its resource scheduling.
for more ieee paper / full abstract / implementation , just visit www.redpel.com
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Anand Bhojan
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.
Cloud Computing and the Gaming Industry - ProfitBricks TalkProfitBricks
Cloud Computing is transforming the Gaming Industry and providing numerous benefits for organizations that migrate their development, testing and production systems to the Cloud. In this talk, Axel Herr, COO of ProfitBricks, the world's Price/Performance leader in Cloud Computing IaaS shares his unique insight from 30+ years in the IT/Gaming industry and why Cloud Computing makes gaming companies more agile and have lower costs. ProfitBricks is the only Cloud Computing provider to offer InfiniBand based networking free of charge and these 80 Gbps connections between servers and between servers and storage provide HPC (High Performance Computing) like networking speeds with low latency.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
Stream games and apps to any device. Use public cloud services like AWS. Utilizing desktop class GPU from Nvidia or AMD to offer full HD game streaming service.
Introducing GeForce NOW, a new game streaming service that is like Netflix for games. Learn about the benefits, technology and roadmap that will transform how video games are played.
XPDS13: Zero-copy display of guest framebuffers using GEM - John Baboval, CitrixThe Linux Foundation
The current state-of-the-art in displaying guest video is to copy pixel data from domU memory into a buffer in the device model domain, and then to render the display using something like X, or VNC. The quantity of data copied is partially mitigated by dirty page tracking. However when using the VM to play video or other other tasks that require frequent full-screen updates, copying is a significant drag on system performance and power consumption. By using the DRM subsystem in dom0 on systems with a unified memory architecture, it is possible to make arbitrary pages available for direct scanout by the graphics hardware. The in-kernel graphics drivers make this relatively straight forward and maintainable. This presentation explains how the current display path works, and how to use DRM to improve it.
XPDS13: Xen in OSS based In–Vehicle Infotainment Systems - Artem Mygaiev, Glo...The Linux Foundation
Xen role, details of implementation and problems in a sample solution based on OSS (Android, Linux and Xen) that addresses Automotive requirements such as ultra-fast RVC boot time, quick IVI system boot time, cloud connectivity and multimedia capabilities, reliability and security through hardware virtualization. Secure CAN/LIN/MOST bus integration handled by Linux on Dom0 while Android runs customizable QML-based HMI in a sandbox of DomU. These case studies will include but not be limited to: computing power requirements, memory requirements, virtualization, stability, boot-time sequence and optimization, video clips showing results of the work done. Case study is built on TexasInstruments OMAP5 SoC.
XPDS13: Performance Optimization on Xen-based Android Device - Jack Ren, Inte...The Linux Foundation
Mobile devices, such as smart phones and tablets, are becoming de-facto everyday computing and communication devices, virtualization can bring additional benfits to mobile devices for both security and manageability. IT department may use hypervisor, as a highly secure solution, to manage autherized mobile devices, such as for network traffic monitoring, filtering, scan (for virus detection), and/or OS update/patching even when the guest OS becomes completely dead. We insert Xen to the mobile OS Android to deprivilege Android as guest for security and manageability purpose. However, the usage case of mobile device is quit different with that of server, for example mobile devices runs completely different benchmarks (mostly multimedia focused) vs. that in server (mostly responsiveness focused). We analyze the gap of Xen as a mobile hypervisor and present how we improve the performance.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
XPDS16: Display Handler, a Client Display Framework for Xen - Brendan Kerrig...The Linux Foundation
This presentation will introduce Display Handler, an open source implementation and framework for providing client virtualized display and input handling within Xen. Display Handler provides a modular approach to both graphics virtualization and input multiplexing. Designed from the ground up to be extensible, the base implementation includes a DRM dumb buffer based renderer, though research is being done on integrating Intel’s GVT-g as an alternative renderer. It includes a fully functional input server which can be extended to support different input sources and output formats as well as providing configurable filtering. The base implementation includes a Windows display driver for Windows XP/7 support, a Linux framebuffer driver for basic Linux guest support, and generic QEMU guest support. A Windows 10 guest display driver is in development in addition to a proper Linux DRM guest driver. It was written in C++ and includes a full suite of unit tests.
The presentation will cover the motivation behind the development of Display Handler, the overall architecture, and future directions planned for the framework, especially how it can fit in with various other graphics virtualization technologies that are currently under development. Challenges on providing a beneficial user experience in multi-VM workstations will also be discussed.
Samsung will present the challenges of creating a dual-Android platform on the Nexus 10 using Xen on ARM. Running two copies of Android is a strong use-case to satisfy the security needs for BYOD (Bring Your Own Device), where one Android can be designated as “work” and is secure and isolated from the users “home” Android. Achieving a good user-experience in both Android is essential for this technology to succeed commercially. The Nexus 10 has ARM Cortex A15 processors. For a good user-experience, both Android need high-performance GPU-accelerated graphics which demand high throughput and low latency. Samsung will discuss the issues encountered using Xen on a mobile device in this demanding use-case, and how the changes for Xen for mobile can be contributed into the community.
Many significant improvements have been made to Xen and Linux for the ARM architecture since September 2012, when initial support for Xen on ARM was introduced in the kernel. The number of contributors considerably increased as the number of different companies behind them. Xen on ARM has become a true multivendor project. Today Linux 3.11 can run on Xen on ARM as a DomU or Dom0, 32-bit or 64-bit, with one or more CPUs. Xen 4.3, out since July 2013, is the first hypervisor release to support ARMv7 and ARMv8 platforms. This talk will discuss the current status of the project, the principal technical advancements achieved during the last year of development and the problems still left unsolved. It will relate the experience of porting Xen to many new ARM SoCs and working with multiple hardware vendors in the ARM ecosystem, within and outside the Linaro Enterprise working Group.
Research on cloud gaming: status and perspectivesGwendal Simon
Cloud gaming is seen as a major driver for future gaming business. However, cloud gaming is also a big challenge regarding the technical aspects. Researchers have worked on the area in the recent years. This presentation provides a tour on the research activities in the area. We make a focus on network latency aspects. We provide all along the presentation some research challenges.
XPDDS18: Design and Implementation of Automotive: Virtualization Based on Xen...The Linux Foundation
This talk presents a production-ready automotive virtualization solution with Xen. The key requirements that we focus are super-fast startup and recovery from failure, static virtual machine creation with dedicated resources, and performance effective graphics rendering. To reduce the boot time, we optimize the Xen startup procedure by effectively initializing Xen heap and VM memory, and booting multiple VMs concurrently. We provide fast recovery mechanism by re-implementing the VM reset feature. We also develop a highly optimized graphics APIs-forwarding mechanism supporting OpenGLES APIs up to v3.2. The pass rate of Khronos CTS in a guest OS is comparable to the Domain0’s. Our experiment shows that our virtualization solution provides reasonable performance for ARM-based automotive systems (hypervisor booting: less than 70ms, graphics performance: about 96% of Domain0).
What do “Crazy in Love” by Beyonce and the “Xen Project” have in common? They are both 15-year-old hits. Flash forward to today. The Xen Project is used by more than 10 million users, powers some of the largest clouds on the planet, and is starting to build momentum in embedded and safety-conscious market segments. The Xen Project played a key role in developing technologies outside of the hypervisor, like hardware virtualization, and open source security disclosure standards that impact entire industries.
The Xen Project’s success and longevity can be attributed to its flexible architecture, but more importantly to enabling community members to contribute ideas and code, even if they are not core to the project's main use-case. We will share how the project has supported new technologies and ideas (sometimes in the form of failures and sometimes wins) and will derive best practices that may help other projects .
XPDDS18: Real Time in XEN on ARM - Andrii Anisov, EPAM Systems Inc.The Linux Foundation
Currently, several initiatives promote XEN hypervisor into the automotive area as a base of complex virtualized systems. To support those initiatives and plunge into the automotive world XEN should fit at least two requirements: it should be appropriately certified and to be able to host a security domain. Leaving behind certification topic, here we focus on security domain hosting capability of XEN. Particularly on keeping RT guarantees for the specific domain.
This talk is a presentation of the investigation on a XEN hypervisor applicability to building a multi-OS system with real-time guarantees being kept for one of the hosted OSes.
During this presentation following topics would be outlined:
- experimental setup
- experimental use-cases and their motivation
- received results and discovered issues
- solutions and mitigation measures for discovered issues
A cloud gaming system based on user level virtualization and its resource sch...redpel dot com
A cloud gaming system based on user level virtualization and its resource scheduling.
for more ieee paper / full abstract / implementation , just visit www.redpel.com
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Anand Bhojan
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.
With the arrival of cloud technology, game accessibility and ub
iquity have a bright future; Games can be
hosted in a centralize server and accessed through the Internet by a thin client on a wide variety of devices
with modest capabilities: cloud gaming. However, current cloud gaming systems have very strong
requireme
nts in terms of network resources, thus reducing the accessibility and ubiquity of cloud games,
because devices with little bandwidth and people located in area with limited
and unstable
network
connectivity, cannot take advantage of these cloud services.
In this paper we present an adaptation technique inspired by the level of detail (LoD) approach in 3D
graphics. It delivers multiple platform accessibility
and network adaptability
, while improving user’s
quality of experience (QoE) by reducing the impa
ct of poor
and
unstable
network parameters (delay,
packet loss, jitter) on game interactivity. We validate our approach using a prototype game
in a controlled
environment
and characterize the user QoE in a pilot experiment. The results show that the propos
ed
framework provides a significant QoE enhancement
A presentation I made at OpenStack Summit in Paris (November 2014) showing the Remote Rendering plateform built in the XLCloud project. The main topic of the presentation is related to optimizing the video encoding by analysing the images and user attention.
A CDN utilizes a global network of servers to streamline the delivery of downloads, by caching content nearest to your visitor. Doing so helps not only improve performance but also reduces the risk of failures and server crashes by offloading bandwidth from the origin.
How to Plan for Performance and Scale for Multiplayer GamesCloudflare
With the rise of esports, performance and reliability are paramount to the success of any online gaming franchise, especially when money is on the line. When designing infrastructure for online multiplayer games, proper planning and implementation are key to ensure latency is low and availability remains high, without paying for capacity that isn't needed in the off-hours.
In this one-hour webinar, Calvin Scherle, Solutions Engineer at Cloudflare, Inc., will take a look at several server infrastructure strategies for various types of online multiplayer games. Learn about the pros and cons of different infrastructure implementations, and tactics to employ to maximize performance and minimize cost.
Key takeaways:
Real-world examples of successes and failures in game server performance
Strategies to minimize overspend on infrastructure
Deployment strategies for different gaming use cases
Techniques for offloading processing load from your servers
Introduction to Software Defined Visualization (SDVis)Intel® Software
Software defined visualization (SDVis) is an open-source initiative from Intel and industry collaborators. Improve the visual fidelity, performance, and efficiency of prominent visualization solutions, while supporting the rapidly growing big data use on workstations through high-performance computing (HPC) on supercomputing clusters without memory limitations and cost of GPU-based solutions.
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband limitations is considered one of the most important factors that led to this extent. The recently huge usage of internet applications and games also led to grow up more the usage of handhelds and smart phones as well. This improvement of internet speed with the limitations of the smart end devices led to rely more on processing games away from these limited devices to robust processing centers in a technique so-called Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the requirements needed by scene customization encoding with negligible impact on playing quality.
EFFICIENT CLOUD GAMING SCHEME USING SCENE OBJECTS ADAPTATIONijcsit
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband limitations is considered one of the most important factors that led to this extent. The recently huge usage of internet applications and games also led to grow up more the usage of handhelds and smart phones as well. This improvement of internet speed with the limitations of the smart end devices led to rely more on
processing games away from these limited devices to robust processing centers in a technique so-called Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of
the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the requirements needed by scene customization encoding with negligible impact on playing quality..
The last decade witnessed wide-spread of internet and on-line gaming. Improving the broadband
limitations is considered one of the most important factors that led to this extent. The recently huge usage
of internet applications and games also led to grow up more the usage of handhelds and smart phones as
well. This improvement of internet speed with the limitations of the smart end devices led to rely more on
processing games away from these limited devices to robust processing centers in a technique so-called
Cloud Gaming. The growth of players number and game content request new ideas of bit rate reduction of
the streaming video of these on-line games. In this paper, a new technique has been proposed to reduce the
requirements needed by scene customization encoding with negligible impact on playing quality.
Talk by Brendan Gregg for YOW! 2021. "The pursuit of faster performance in computing is the driving reason for many new technologies and updates. This talk discusses performance improvements now underway that you will likely be adopting soon, for processors (including 3D stacking and cloud vendor CPUs), memory (including DDR5 and high-bandwidth memory [HBM]), disks (including 3D Xpoint as a 3D NAND accelerator), networking (including QUIC and eXpress Data Path [XDP]), runtimes, hypervisors, and more. The future of performance is increasingly cloud-based, with hardware hypervisors and custom processors, meaningful observability of everything down to cycle stalls (even as cloud guests), and high-speed syscall-avoiding applications that use eBPF, FPGAs, and io_uring. The talk also discusses where future performance improvements might be expected, with predictions for new technologies."
Computing Performance: On the Horizon (2021)Brendan Gregg
Talk by Brendan Gregg for USENIX LISA 2021. https://www.youtube.com/watch?v=5nN1wjA_S30 . "The future of computer performance involves clouds with hardware hypervisors and custom processors, servers running a new type of BPF software to allow high-speed applications and kernel customizations, observability of everything in production, new Linux kernel technologies, and more. This talk covers interesting developments in systems and computing performance, their challenges, and where things are headed."
Detecting In-Situ Identity Fraud on Social Network Services: A Case Study on ...Academia Sinica
In this paper, we propose to use a continuous authentication approach to detect the in-situ identity fraud incidents, which occur when the attackers use the same devices and IP addresses as the victims. Using Facebook as a case study, we show that it is possible to detect such incidents by analyzing SNS users’ browsing behavior. Our experiment results demonstrate that the approach can achieve reasonable accuracy given a few minutes of observation time.
Although online games have been an important Internet activity today, players inevitably suffer from lag from time to time due to the Internet’s non-QoS-guaranteed architecture. Here by lag we refer to the phenomena when a game fails to respond to user commands or update the screen in a timely fashion due to long system processing or network delays. Currently, little is known about how game players feel about lag and how they react when encountering lag during game play.
In this paper, we present an Internet survey that is designed to understand the following questions: 1) How do players perceive lag, 2) what do players think of the causes of lag, and 3) how do players react to lag. Our results show that game players often struggle with lag, because they are unable to identify the root cause. Therefore, they have to try any combination of possible solutions found on the Internet, blame game companies, or learn to cope. These findings manifest a strong demand for an automatic diagnostic tool that can identify the root cause of lag for gamers.
Quantifying QoS Requirements of Network Services: A Cheat-Proof FrameworkAcademia Sinica
Despite all the efforts devoted to improving the QoS of networked multimedia services, the baseline for such improvements has yet to be defined. In other words, although it is well recognized that better network conditions generally yield better service quality, the exact minimum level of network QoS required to ensure satisfactory user experience remains an open question.
In this paper, we propose a general, cheat-proof framework that enables researchers to systematically quantify the minimum QoS needs for real-time networked multimedia services. Our framework has two major features: 1) it measures the quality of a service that users find intolerable by intuitive responses and therefore reduces the burden on experiment participants; and 2) it is cheat-proof because it supports systematic verification of the participants' inputs. Via a pilot study involving 38 participants, we verify the efficacy of our framework by proving that even inexperienced participants can easily produce consistent judgments. In addition, by cross-application and cross-service comparative analysis, we demonstrate the usefulness of the derived QoS thresholds. Such knowledge will serve important reference in the evaluation of competitive applications, application recommendation, network planning, and resource arbitration.
Online Game QoE Evaluation using Paired ComparisonsAcademia Sinica
To satisfy players' gaming experience, there is a strong need for a technique that can measure a game's quality systemically, efficiently, and reliably. In this paper, we propose to use paired comparisons and probabilistic choice models to quantify online games's QoE under various network situations. The advantages of our methodology over the traditional MOS ratings are 1) the rating procedure is simpler thus less burden is on experiment participants, 2) it derives ratio-scale scores, and 3) it enables systematic verification of participants' inputs.
As a demonstration, we apply our methodology to evaluate three popular FPS (first-person-shooter) games, namely, Alien Arena (Alien), Halo, and Unreal Tournament (UT), and investigate their network robustness. The results indicate that Halo performs the best in terms of their network robustness against packet delay and loss. However, if we take the degree of the games' sophistication into account, we consider that the robustness of UT against downlink delays should able be improved. We also show that our methodology can be a helpful tool for making decisions about design alternatives, such how dead reckoning algorithms and time synchronization mechanisms should be implemented.
Online gaming has now become an extremely com- petitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in affection. Therefore, it would be beneficial if we can forecast how addictive a game is before publishing it on the market. The capability of game addictiveness forecasting will enable developers to continuously adjust the game design and enable publishers to assess the potential market value in a game’s early development stages.
In this paper, we propose to forecast a game’s addictiveness based on players’ emotion when they are exploring the game. Based on the account activity traces of 11 commercial online games, we develop a forecasting model that takes electromyo- graphic measures of players as the input and outputs the addic- tiveness index of a game. We hope that with our methodology, the game industry could save hopeless investment and target more accurately to provide more entertaining experience.
Toward an Understanding of the Processing Delay of Peer-to-Peer Relay NodesAcademia Sinica
Peer-to-peer relaying is commonly used in realtime applications to cope with NAT and firewall restrictions and provide better quality network paths. As relaying is not natively supported by the Internet, it is usually implemented at the application layer. Also, in a modern operating system, the processor is shared, so the receive-process-forward process for each relay packet may take a considerable amount of time if the host is busy handling some other tasks. Thus, if we happen to select a loaded relay node, the relaying may introduce significant delays to the packet transmission time and even degrade the application performance.
In this work, based on an extensive set of Internet traces, we pursue an understanding of the processing delays incurred at relay nodes and their impact on the application performance. Our contribution is three-fold: 1) we propose a methodology for measuring the processing delays at any relay node on the Internet; 2) we characterize the workload patterns of a variety of Internet relay nodes; and 3) we show that, serious VoIP quality degradation may occur due to relay processing, thus we have to monitor the processing delays of a relay node continuously to prevent the application performance from being degraded.
Inferring Speech Activity from Encrypted Skype TrafficAcademia Sinica
Normally, voice activity detection (VAD) refers to speech processing algorithms for detecting the presence or absence of human speech in segments of audio signals. In this paper, however, we focus on speech detection algorithms that take VoIP traffic instead of audio signals as input. We call this category of algorithms network-level VAD.
Traditional VAD usually plays a fundamental role in speech processing systems because of its ability to delimit speech segments. Network-level VAD, on the other hand, can be quite helpful in network management, which is the motivation for our study. We propose the first real-time network-level VAD algorithm that can extract voice activity from encrypted and non-silence-suppressed Skype traffic. We evaluate the speech detection accuracy of the proposed algorithm with extensive reallife traces. The results show that our scheme achieve reasonably good performance even high degree of randomness has been injected into the network traffic.
Game Bot Detection Based on Avatar TrajectoryAcademia Sinica
In recent years, online gaming has become one of the most popular Internet activities, but cheating activity, such as the use of game bots, has increased as a consequence. Generally, the gaming community disagrees with the use of game bots, as bot users obtain unreasonable rewards without corresponding efforts. However, bots are hard to detect because they are designed to simulate human game playing behavior and they follow game rules exactly. Existing detection approaches either interrupt the players’gaming experience, or they assume game bots are run as standalone clients or assigned a specific goal, such as aim bots in FPS games.
In this paper, we propose a trajectory-based approach to detect game bots. It is a general technique that can be applied to any game in which the avatar’s movement is controlled directly by the players. Through real-life data traces, we show that the trajectories of human players and those of game bots are very different. In addition, although game bots may endeavor to simulate players’ decisions, certain human behavior patterns are difficult to mimic because they are AI-hard. Taking Quake 2 as a case study, we evaluate our scheme’s performance based on reallife traces. The results show that the scheme can achieve a detection accuracy of 95% or higher given a trace of 200 seconds or longer.
A Collusion-Resistant Automation Scheme for Social Moderation SystemsAcademia Sinica
For current Web 2.0 services, manual examination of user uploaded content is normally required to ensure its legitimacy and appropriateness, which is a substantial burden to service providers. To reduce labor costs and the delays caused by content censoring, social moderation has been proposed as a front-line mechanism, whereby user moderators are encouraged to examine content before system moderation is required. Given the immerse amount of new content added to the Web each day, there is a need for automation schemes to facilitate rear system moderation. This kind of mechanism is expected to automatically summarize reports from user moderators and ban misbehaving users or remove inappropriate content whenever possible. However, the accuracy of such schemes may be reduced by collusion attacks, where some work together to mislead the automatic summarization in order to obtain shared benefits.
In this paper, we propose a collusion-resistant automation scheme for social moderation systems. Because some user moderators may collude and dishonestly claim that a user misbehaves, our scheme detects whether an accusation from a user moderator is fair or malicious based on the structure of mutual accusations of all users in the system. Through simulations we show that collusion attacks are likely to succeed if an intuitive countbased automation scheme is used. The proposed scheme, which is based on the community structure of the user accusation graph, achieves a decent performance in most scenarios.
Tuning Skype’s Redundancy Control Algorithm for User SatisfactionAcademia Sinica
Determining how to transport delay-sensitive voice data has long been a problem in multimedia networking. The difficulty arises because voice and best-effort data are different by nature. It would not be fair to give priority to voice traffic and starve its best-effort counterpart; however, the voice data delivered might not be perceptible if each voice call is limited to the rate of an average TCP flow. To address the problem, we approach it from a user-centric perspective by tuning the voice data rate based on user satisfaction.
Our contribution in this work is threefold. First, we investigate how Skype, the largest and fastest growing VoIP service on the Internet, adapts its voice data rate (i.e., the redundancy ratio) to network conditions. Second, by exploiting implementations of public domain codecs, we discover that Skype’s mechanism is not really geared to user satisfaction. Third, based on a set of systematic experiments that quantify user satisfaction under different levels of packet loss and burstiness, we derive a concise model that allows user-centric redundancy control. The model can be easily incorporated into general VoIP services (not only Skype) to ensure consistent user satisfaction.
Network Game Design: Hints and Implications of Player InteractionAcademia Sinica
While psychologists analyze network game-playing behavior in terms of players’ social interaction and experience, understanding user behavior is equally important to network researchers, because how users act determines how well network systems, such as online games, perform. To gain a better understanding of patterns of player interaction and their implications for game design, we analyze a 1, 356-millionpacket trace of ShenZhou Online, a mid-sized commercial MMORPG. This work is dedicated to draw out hints and implications of player interaction patterns, which is inferred from network-level traces, for online games.
We find that the dispersion of players in a virtual world is heavy-tailed, which implies that static and fixed-size partitioning of game worlds is inadequate. Neighbors and teammates tend to be closer to each other in network topology. This property is an advantage, because message delivery between the hosts of interacting players can be faster than between those of unrelated players. In addition, the property can make game playing fairer, since interacting players tend to have similar latencies to their servers. We also find that participants who have a higher degree of social interaction tend to play much longer, and players who are closer in network topology tend to team up for longer periods. This suggests that game designers could increase the “stickiness” of games by encouraging, or even forcing, team playing.
Mitigating Active Attacks Towards Client Networks Using the Bitmap FilterAcademia Sinica
With the emergence of active worms, the targets of attacks have been moved from well-known Internet servers to generic Internet hosts, and since the rate at which patches can be applied is always much slower than the spread of a worm, an Internet worm can usually attack or infect millions of hosts in a short time. It is difficult to eliminate Internet attacks globally; thus, protecting client networks from being attacked or infected is a relatively critical issue.
In this paper, we propose a method that protects client networks from being attacked by people who try to scan, attack, or infect hosts in local networks via unpatched vulnerabilities. Based on the symmetry of network traffic in both temporal and spatial domains, a bitmap filter is installed at the entry point of a client network to filter out possible attack traffic. Our evaluation shows that with a small amount of memory (less than 1 megabyte), more than 95% of attack traffic can be filtered out in a small- or medium-scale client network.
Online gaming has become increasingly popular in recent years. Currently, the most common business model of online gaming is based on monthly subscription fees that game players pay to obtain credits, which allow them to start or continue a journey in the game’s virtual world. Therefore, from the perspective of game operators, predicting how many players will join a game and how long they will stay in the game is important since these two factors dominate their revenue.
This paper represents a pilot study of the predictability of online gamers’ subscription time. Specifically, we study the gameplay hours of online gamers and investigate whether strong patterns are embedded in their game hours. Our ultimate goal is to provide a prediction model of online gamers, which takes a player’s game hours as the input and predicts whether the player will leave in the near future. Our study is based on real-life traces collected from World of Warcraft, a famous MMORPG (Massively Multiplayer Online Role- Playing Game). The traces contain the gameplay histories of 34, 524 players during a two-year period. We believe that our study would be useful for building a prediction model of players’ future game hours and unsubscription decisions; i.e., decisions not to renew subscriptions.
.
Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online games, MMORPGs (Massive Multiplayer Online Role Playing Games) have become the most popular among network gamers, and now attract millions of users who play in an evolving virtual world simultaneously over the Internet. To gain a better understanding of game traffic and contribute to the economic well-being of the Internet, we analyze a 1, 356-million-packet trace from a sizeable MMORPG called ShenZhou Online. This work is, as far as we know, the first formal analysis of MMORPG server traces.
We find that MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In practice, the bandwidth requirement of MMORPGs is the lower of the two due to less real-time game playing. More distinctive features are the strong periodicity, temporal locality, irregularity, and self-similarity observed in MMORPG traffic. The periodicity is due to a common practice in game implementation, where game state updates are accumulated within a fixed time window before transmission. The temporal locality in game traffic is largely due to the game’s nature, whereby one action leads to another. The irregularity, which is unique to MMORPG traffic, is due to the diversity of the game’s design so that the behavior of users can vary drastically, depending on the quest at hand. The self-similarity of the aggregate traffic is due to the heavy-tailed active/idle activities of individual players. Moreover, we show that the arrival of game sessions within one hour can be modelled by a Poisson model, while the duration of game sessions is heavy-tailed.
An Analytical Approach to Optimizing The Utility of ESP GamesAcademia Sinica
In this paper, we propose an analytical model for computing the utility of ESP games, i.e., the throughput rate of appropriate labels for given images. The model targets generalized games, where the number of players, the consensus threshold, and the stopping condition are variable. Via extensive simulations, we show that our model can accurately predict the stopping condition that will yield the optimal utility of an ESP game under a specific game setting. A service provider can therefore utilize the model to ensure that the hosted ESP games produce high-quality labels efficiently, given that the number of players willing to invest time and effort in the game is limited.
The Impact of Network Variabilities on TCP Clocking SchemesAcademia Sinica
TCP employs a self-clocking scheme that times the sending of packets. In that, the data packets are sent in a burst when the returning acknowledgement packet5 are received. This self-clocking scheme (also known as ack-clocking) is deemed a key factor to the the burstiness of TCP traffic and the source of various performance problemshigh packet loss, long delay, and high delay jitter. Previous work has suggested contradictively the effectiveness of TCP Pacing as a remedy to alleviate the traffic burstiness.
In this paper, we analyze systematically and in more robust experiments the impact of network variabilities on the behavior of TCP clocking schemes. We find that 1) aggregated pacing traffic could be burstier than aggregated ack-clocking traffic. Physical explanation and experimental simulations are provided to support this argument. 2) The round-trip time heterogeneity and flow multiplexing significantly influence the behaviors of both ack-clocking and pacing schemes. Evaluating the performance of clocking schemes without considering these effects is prone to inconsistent results. 3) Pacing outperforms ack-clocking in more realistic settings from the trufic burstiness point of view.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
2. Cloud Gaming is Hot
Cloud gaming is expected to lead the future
growth of computer games: 9 times in 6 years
[CGR]
[CGR] http://www.cgconfusa.com/report/documents/Content-5minCloudGamingReportHighlights.pdf
T5-Labs
3. Cloud Gaming Onward / Kuan-Ta Chen 4
Limitations of Existing Services
OnLive demands for 5 Mbps for reasonable quality
OnLive dictates a server rendering/processing
latency of 100+ ms, and partially copes with it by
setting up 5 data centers (CA, VA, TX, IL, GA)
Only people who live in 1000 mile radius from a data center can play
the game
and more…
We, researchers, have tons of ideas to improve
cloud gaming services, but all existing cloud gaming
systems are proprietary and closed
4. Cloud Gaming Onward / Kuan-Ta Chen 5
Solutions: GamingAnywhere is the first
OPEN cloud gaming platform for
researchers, service providers, and users
5. Cloud Gaming Onward / Kuan-Ta Chen 6
GA Has Lower Response Delay
Low response delay
6. Cloud Gaming Onward / Kuan-Ta Chen 7
Support of Android Devices
Implement three proof-of-concept controllers,
designed for
Nintendo 64
Nintendo DS
Limbo
Nintendo 64 Controller Limbo Controller
8. • 25k+ visitors, 70k+ downloads, and
400+ forum discussions since April 2013
http://gaminganywhere.org/
9. Cloud Gaming Onward / Kuan-Ta Chen 10
Research Opportunities
Game Integration
Video Codec
Virtualization
User Interface
QoE Measurement and Modeling
Server Selection
Parameter Adaptation
Resource Scheduling
10.
11. Cloud Gaming Onward / Kuan-Ta Chen 12
Game Integration
Two facets
When/how game screens are captured
How game inputs are replayed
De facto approach
Use API hooking to intercept events
related to screen rendering
Use API hooking to emulate user
inputs
Goal
A general framework to bridge
cloud gaming middleware and games
12. Cloud Gaming Onward / Kuan-Ta Chen 13
Video Codec
H.264 is commonly used, but not necessarily the most
efficient codec for gaming
Network bandwidth is always scarce (e.g., continuous &
stable 5 Mbps avail BW cannot be assumed)
Considering the huge variety in graphics style…
13. Video Codec (cont.)
E.g., [8] proposed a layered coding approach
that can reduce bandwidth usage significantly
[8] S.-P. Chuah and N.-M. Cheung, “Layered coding for mobile cloud gaming,” in
Proceedings of ACM MMVE 2014.
14. Cloud Gaming Onward / Kuan-Ta Chen 15
Virtualization
GPU virtualization is not as mature as virtualization of
other resources (e.g., CPU, memory)
Scalability problems
financial difficulty of service providers
Mediated GPU pass-through technology might be the
solution
16. Cloud Gaming Onward / Kuan-Ta Chen 17
QoE Measurement and Modeling
Challenges
Low cost continuous QoE assessment
Large parameter space (network delay/bandwidth/packet
loss, codec, game, display, control, and so on)
Common approaches not sufficient
Absolute Categorial Rating (ACR)
SSCQE, DSCQE
Possible solutions
Paired comparison [14] (not continuous and still costly)
Physiological approach [15]
17. Facial EMG Measurement
The corrugator
supercilii muscle
Negative emotions
The amount of annoyance
caused by latency
[15] Y.-T. Lee, K.-T. Chen, H.-I. Su, and C.-L. Lei, “Are all games equally cloud-gaming-friendly? An electromyographic approach,” in Proceedings of
the IEEE/ACM Annual Workshop on Network and Systems Support for Games (NetGames’12), October 2012, pp. 3:1–3:6.
18. Cloud Gaming Onward / Kuan-Ta Chen 19
Quantifying QoE Degradation due to
Latency in Cloud Gaming
19. Cloud Gaming Onward / Kuan-Ta Chen 20
Server Selection
The closest server may not be available due to
Overloaded
Not powerful enough for particular games
Not installed with particular games
Also, we need to consider
Multi-user games where multiple players participates in a
game session simultaneously
Online games that both (player <-> cloud gaming server
delay) and (cloud gaming server <->
online game server delay) need to
be considered
20. Cloud Gaming Onward / Kuan-Ta Chen 21
Parameter Adaptation for
Real-time Graphics Streaming
Control-theoretic algorithms are required to adapt to
changing network conditions
Huge parameter space
Video codec
Layer design: MDC, SVC, among others
Various parameters associated with video codec
Network delivery
Network condition measurement
Path selection (overlay?)
Multi-path delivery
Playout
Error concealment
Playout buffering
And lots more…
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Resource Scheduling
Different games have different requirements on
CPU, GPU, memory, and disks
Car racing games are disk read intensive
Realistic shooting games are normally GPU intensive
RPG games are normally memory intensive
Such requirements may change over time
CPU, GPU, memory,
and disk co-scheduling
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To Make Cloud Gaming Scalable…
In terms of # cloud-enabled games
Game integration framework
User interface mapping
In terms of # concurrent players
GPU virtualization
Resource scheduling
In terms of market adoption (UX)
User interface, Video codec
QoE assessment and management (including parameter
adaptation and server selection)
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Conclusion
Cloud gaming shares similar fundamental
problems with many interesting applications
Screencasting
Mobile smart lens
Tele medicine
Immersive remote
communications
Thus, cloud gaming can
be seen a rewarding entrance to fundamental
multimedia system challenges!