IEEE 802.11 WLAN Capacity and Optimization for
                                                                                         Multiplayer Network Games
                                                 Hanghang Qi                                                                                                                                        David Malone                                                                          Dmitri Botvich
                                   Hamilton Institute, National University of                                                                                                          Hamilton Institute, National University of                                              TSSG, Waterford Institute of Technology,
                                         Ireland, Maynooth, Ireland.                                                                                                                         Ireland, Maynooth, Ireland.                                                                      Ireland.
                                         hanghang.qi@nuim.ie                                                                                                                                david.malone@nuim.ie                                                                     dbotvich@tssg.org



1 Problem define:network game within an WLAN                                                                                                                                                                                                           1                                      stations                   0.014
                                                                                                                                                                                                                                                                                                                                              stations
                                                                                                                                                                                                                                                                                             game server
                                                                                                                                                                                                                                                                                                                        0.012                 AP
                                                                                                                                                                                                                                                                                             AP
                                                                                                                                                                                                                                                    0.8                                                                                       game server




                                                                                                                                                                                                                            Throughput efficiency
                                                                                                                                                                                                                                                                                                                         0.01

                                                                                                                                                                                                                                                    0.6




                                                                                                                                                                                                                                                                                                            Delay (s)
                                                                                                                                                                                                                                                                                                                        0.008
                                                                   AP
                                                                                                                                       nλs                                                                                                                                                                              0.006
                                                                                                                                                                                                                                                    0.4
                                                                               n(λc + λs )                                                                     S                                                                                                                                                        0.004
                                                                                                                                                                                                                                                    0.2
                                                                                                                                                                                                                                                                                                                        0.002

                                                                                                                                                                                                                                                      0                                                                    0
                              λc                         λc                                            λc                                                                                                                                              0   5    10      15      20      25      30     35                   0   5   10      15      20      25     30    35
                                                                                                                                                                                                                                                                     Number of stations                                                  Number of stations

                                       C                      C                      ...                    C                                                                                                                 (a) Throughput efficiency                                                                              (b) Delay
                                                                   n
                                                                                                                                                                                                                                                    0.04                                                                 4.5
                                                                                                                                                                                                                                                                          stations                                                                                 DCF
                                                                                                                                                                                                                                      0.035
                                                                                                                                                                                                                                                                          AP                                               4
Figure 1: How many players can play a good game within a 802.11 WLAN?                                                                                                                                                                               0.03                  game server
                                                                                                                                                                                                                                                                                                                         3.5
                                                                                                                                                                                                                                      0.025




                                                                                                                                                                                                                    Jitter (s)




                                                                                                                                                                                                                                                                                                                   MOS
                                                                                                                                                                                                                                                    0.02                                                                   3

                                                                                                                                                                                                                                      0.015
                                                                                                                                                                                                                                                                                                                         2.5

2 Network games traffic                                                                                                                                                                                                                0.005
                                                                                                                                                                                                                                                    0.01
                                                                                                                                                                                                                                                                                                                           2

We did many experiments in our 4 PCs wireless game network testbed and got                                                                                                                                                                            0                                                                  1.5
                                                                                                                                                                                                                                                       0    5   10      15      20      25       30    35                   0   5   10      15      20      25     30    35
the game traffic in packet transmission level. The key characteristics are shown                                                                                                                                                                                      Number of stations                                                  Number of stations

in Fig. 2                                                                                                                                                                                                                                                       (c) Jitter                                              (d) Mean Opinion Score

                                                  AtoS                                                                                                  StoA
                                                                                                                                                                                                                                                           Figure 4: Performance of a basic 802.11 DCF network
             14000                                                                                          500

                                                                                                            450
             12000
                                                                                                            400

             10000


              8000
                                                                                                            350

                                                                                                            300
                                                                                                                                                                                                              4 AP and Server with larger TXOP n
              6000
                                                                                                            250

                                                                                                            200
                                                                                                                                                                                                              Larger TXOP, one of the 802.11e parameters, are given to AP and Server as n
              4000                                                                                          150

                                                                                                            100
                                                                                                                                                                                                              increases (n is the number of clients; normal client’s TXOP is 1) to give AP
              2000


                 0
                                                                                                             50

                                                                                                              0
                                                                                                                                                                                                              and Server larger transmission opportunity, the network performance can be
                     0     0.02        0.04        0.06        0.08
                                           interarrival time (s)
                                                                               0.1       0.12                     0             0.02        0.04        0.06        0.08
                                                                                                                                                interarrival time (s)
                                                                                                                                                                                 0.1    0.12
                                                                                                                                                                                                              improved for the games.
             (a) Client to Server                                                                           (b) Server to Client                                                                                                                      1                                                                  0.02
                                                  AtoS                                                                                                  StoA                                                                                                                             game server                                            game server
             5000                                                                                           700
                                                                                                                                                                                                                                                    0.9                                  stations                                               stations
             4500                                                                                                                                                                                                                                                                        AP                                                     AP
                                                                                                            600
                                                                                                                                                                                                                                                    0.8                                                                 0.015
                                                                                                                                                                                                                            Throughput efficiency




             4000

             3500                                                                                           500
                                                                                                                                                                                                                                                    0.7
                                                                                                                                                                                                                                                                                                            Delay (s)




             3000
                                                                                                            400
             2500                                                                                                                                                                                                                                   0.6                                                                  0.01
                                                                                                            300
             2000
                                                                                                                                                                                                                                                    0.5
             1500                                                                                           200

             1000                                                                                                                                                                                                                                   0.4                                                                 0.005
                                                                                                            100
              500
                                                                                                                                                                                                                                                    0.3
                0                                                                                             0
                    0             50              100                   150              200                      0                    50               100                150           200
                                           packet size (bytes)                                                                                   packet size (bytes)                                                                                0.2                                                                    0
                                                                                                                                                                                                                                                       0   5    10      15      20      25      30     35                   0   5   10      15      20      25     30    35
                                                                                                                                                                                                                                                                     Number of stations                                                  Number of stations
             (c) Client to Server                                                                           (d) Server to Client
                                                                                                                                                                                                                              (a) Throughput efficiency                                                                              (b) Delay
                         Figure 2: Quake 4 game traffic characteristics                                                                                                                                                                      0.05                                                                         4.5
                                                                                                                                                                                                                                                                           game server                                                                           TXOP
                                                                                                                                                                                                                                                                           stations                                        4
                                                                                                                                                                                                                                            0.04                           AP

3 802.11 network model and performance                                                                                                                                                                                                      0.03
                                                                                                                                                                                                                                                                                                                         3.5
                                                                                                                                                                                                                      Jitter (s)




                                                                                                                                                                                                                                                                                                                   MOS




IEEE 802.11 MAC DCF uses a CSMA/CA with exponential backoff scheme                                                                                                                                                                                                                                                         3
                                                                                                                                                                                                                                            0.02
which can be modelled with a 2-D Markov Chain.                                                                                                                                                                                                                                                                           2.5

                                                                                                                                                                                                                                            0.01
                                                                                                                                                                                                                                                                                                                           2


                                                                                                                                                                                                                                                      0                                                                  1.5
                                                                                                                                                                                                                                                       0   5    10      15      20      25      30     35                   0   5   10      15      20      25     30    35
                                                                                                                                                                                                                                                                     Number of stations                                                  Number of stations
                                             0,0e 1−q                   0,1e                   0,2e                   ...                                 0,w0−1e
                                                                                     1−q                                                        1−q

                                                                   q                            q                     q
                                                                                                                                                                                                                                                                (c) Jitter                                                          (d) MOS
                                                                                                                                                           q


                                             0,0                        0,1                     0,2               ...                                     0,w0−1
                                                                                                                                                                                                                                                                Figure 5: AP and Server priority with TXOP
                           1−p                              1                        1                                                          1


                                               ...                       ...                     ...                                                        ...

                           1−p
                                             i−1,0                ...
                                                                                                                                                                                                              5 Conclusions
                                                                                                                                                                                                              Our analytical model suggests that a basic DCF 802.11b WLAN can support
                           1−p              i,0
                                                            1
                                                                        i,1
                                                                                     1
                                                                                                i,2                       ...
                                                                                                                                                    1
                                                                                                                                                           i,wi−1                                             maximum 10 players of Quake 4. By using 11e parameter TXOP to give AP
                                               ...                       ...                     ...                                                        ...
                                                                                                                                                                                                              and Game Server higher priority to access the channel, the network perfor-
                                                                                                                                                                                                              mance can be improved to 15 players.
                           1−p              m,0             1
                                                                    m,1              1
                                                                                                m,2                       ...                       1
                                                                                                                                                           m,wm−1
                                                                                                                                                                                                              References
                                                                                                                                                                                                              [Bianchi, 2000] Bianchi, G. (2000). Performance analysis of the ieee 802.11
                         Figure 3: Markov chain model of 802.11 MAC                                                                                                                                             distributed coordination function. Selected Areas in Communications, IEEE
                                                                                                                                                                                                                Journal on, 18(3):535–547.
                                                                                                                                                                                                              [Cricenti and Branch, 2007] Cricenti, A. and Branch, P. (2007). Arma(1,1)
  The Bianchi’s 2-D Markov chain model together with the traffic arrival                                                                                                                                         modeling of quake4 server to client game traffic. In NetGames ’07, NY,
model are used to calculate the throughput, delay and jitter. Then Frank’s em-                                                                                                                                  USA. ACM.
pirical mapping model is used to get Mean Opinion Score (MOS) from delay
and jitter.                                                                                                                                                                                                   [Wattimena et al., 2006] Wattimena, A. F., Kooij, R. E., van Vugt, J. M., and
                                                                                                                                                                                                                Ahmed, O. K. (2006). Predicting the perceived quality of a first person

Mickposter Nuim

  • 1.
    IEEE 802.11 WLANCapacity and Optimization for Multiplayer Network Games Hanghang Qi David Malone Dmitri Botvich Hamilton Institute, National University of Hamilton Institute, National University of TSSG, Waterford Institute of Technology, Ireland, Maynooth, Ireland. Ireland, Maynooth, Ireland. Ireland. hanghang.qi@nuim.ie david.malone@nuim.ie dbotvich@tssg.org 1 Problem define:network game within an WLAN 1 stations 0.014 stations game server 0.012 AP AP 0.8 game server Throughput efficiency 0.01 0.6 Delay (s) 0.008 AP nλs 0.006 0.4 n(λc + λs ) S 0.004 0.2 0.002 0 0 λc λc λc 0 5 10 15 20 25 30 35 0 5 10 15 20 25 30 35 Number of stations Number of stations C C ... C (a) Throughput efficiency (b) Delay n 0.04 4.5 stations DCF 0.035 AP 4 Figure 1: How many players can play a good game within a 802.11 WLAN? 0.03 game server 3.5 0.025 Jitter (s) MOS 0.02 3 0.015 2.5 2 Network games traffic 0.005 0.01 2 We did many experiments in our 4 PCs wireless game network testbed and got 0 1.5 0 5 10 15 20 25 30 35 0 5 10 15 20 25 30 35 the game traffic in packet transmission level. The key characteristics are shown Number of stations Number of stations in Fig. 2 (c) Jitter (d) Mean Opinion Score AtoS StoA Figure 4: Performance of a basic 802.11 DCF network 14000 500 450 12000 400 10000 8000 350 300 4 AP and Server with larger TXOP n 6000 250 200 Larger TXOP, one of the 802.11e parameters, are given to AP and Server as n 4000 150 100 increases (n is the number of clients; normal client’s TXOP is 1) to give AP 2000 0 50 0 and Server larger transmission opportunity, the network performance can be 0 0.02 0.04 0.06 0.08 interarrival time (s) 0.1 0.12 0 0.02 0.04 0.06 0.08 interarrival time (s) 0.1 0.12 improved for the games. (a) Client to Server (b) Server to Client 1 0.02 AtoS StoA game server game server 5000 700 0.9 stations stations 4500 AP AP 600 0.8 0.015 Throughput efficiency 4000 3500 500 0.7 Delay (s) 3000 400 2500 0.6 0.01 300 2000 0.5 1500 200 1000 0.4 0.005 100 500 0.3 0 0 0 50 100 150 200 0 50 100 150 200 packet size (bytes) packet size (bytes) 0.2 0 0 5 10 15 20 25 30 35 0 5 10 15 20 25 30 35 Number of stations Number of stations (c) Client to Server (d) Server to Client (a) Throughput efficiency (b) Delay Figure 2: Quake 4 game traffic characteristics 0.05 4.5 game server TXOP stations 4 0.04 AP 3 802.11 network model and performance 0.03 3.5 Jitter (s) MOS IEEE 802.11 MAC DCF uses a CSMA/CA with exponential backoff scheme 3 0.02 which can be modelled with a 2-D Markov Chain. 2.5 0.01 2 0 1.5 0 5 10 15 20 25 30 35 0 5 10 15 20 25 30 35 Number of stations Number of stations 0,0e 1−q 0,1e 0,2e ... 0,w0−1e 1−q 1−q q q q (c) Jitter (d) MOS q 0,0 0,1 0,2 ... 0,w0−1 Figure 5: AP and Server priority with TXOP 1−p 1 1 1 ... ... ... ... 1−p i−1,0 ... 5 Conclusions Our analytical model suggests that a basic DCF 802.11b WLAN can support 1−p i,0 1 i,1 1 i,2 ... 1 i,wi−1 maximum 10 players of Quake 4. By using 11e parameter TXOP to give AP ... ... ... ... and Game Server higher priority to access the channel, the network perfor- mance can be improved to 15 players. 1−p m,0 1 m,1 1 m,2 ... 1 m,wm−1 References [Bianchi, 2000] Bianchi, G. (2000). Performance analysis of the ieee 802.11 Figure 3: Markov chain model of 802.11 MAC distributed coordination function. Selected Areas in Communications, IEEE Journal on, 18(3):535–547. [Cricenti and Branch, 2007] Cricenti, A. and Branch, P. (2007). Arma(1,1) The Bianchi’s 2-D Markov chain model together with the traffic arrival modeling of quake4 server to client game traffic. In NetGames ’07, NY, model are used to calculate the throughput, delay and jitter. Then Frank’s em- USA. ACM. pirical mapping model is used to get Mean Opinion Score (MOS) from delay and jitter. [Wattimena et al., 2006] Wattimena, A. F., Kooij, R. E., van Vugt, J. M., and Ahmed, O. K. (2006). Predicting the perceived quality of a first person