Game-aware resource allocation in home gateways
Game-aware resource allocation in home gateways
批准号:
488681-2015
负责人:
Shirmohammadi, Shervin
金额:
$1.82万
依托单位:
依托单位国家:
加拿大
项目类别:
Engage Grants Program
财政年份:
2015
资助国家:
加拿大
项目状态:
已结题
起止时间:
2015-01-01 至 2016-12-31
中文摘要
网络游戏,特别是云游戏的新范式,不仅推动了交互式网络应用的发展,而且已经创造了重要的商业和市场。2014年游戏业务收入达到836亿美元,预计到2017年将上升到1029亿美元。然而,网络游戏从根本上受到了网络延迟的挑战,网络延迟损害了游戏的交互体验,并对玩家的体验质量(QOE)产生了负面影响。互动游戏对延迟高度敏感,必须实时或接近实时运行,尤其是在多人模式下。虽然在过去十年中对这一主题进行了大量研究,但绝大多数研究都集中在减少服务器/云端或主干基础设施中的延迟上。在客户端做的研究很少;
即玩家的家庭网络。为了减少延迟,提高玩家的QOE,一个完整的解决方案必须包括所有网段,包括与服务器同等重要的家庭网络。在这个拟议的项目中,我们将与Ubique Networks合作开发一个完整的框架,以优化在玩家家中共享互联网接入点的所有应用程序之间的网络资源分配。我们的目标是最大限度地提高玩家的体验质量(QOE),而不会让同一网络上的其他应用程序挨饿。这对云游戏来说尤其具有挑战性,因为需要高视频带宽:对于50fps(典型游戏质量)的720p视频分辨率,以前的OnLive云游戏系统(其技术专利最近被索尼收购)需要网络连接,带宽至少为5 Mbps。
英文摘要
Online gaming, especially the new paradigm of Cloud Gaming, is not only advancing the state-of-the-art in interactive networked applications, but has already created significant business and markets. The revenue of gaming business reached US$83.6 billion in 2014, and is expected to rise to US$102.9 billion by 2017. However, Online gaming is fundamentally challenged by network latencies which impair the interactive experience of a game and negatively affect player's quality of experience (QoE). An interactive game is highly delay sensitive and must run live or near-live, especially in multiplayer mode. While much research has been performed on this topic for the past decade, the great majority have focused on reducing delay on the sever/cloud side or in the backbone infrastructure. There has been very little research done at the client side;
i.e., the player's home network. To reduce delay and increase the player's QoE, a complete solution must comprise all segments, including the home network which is as important as the server. In this proposed project, we will work with Ubique Networks to develop a complete framework for optimizing the distribution of network resources across all applications that share the Internet access point at the player's home. Our goal is to maximize the Quality of Experience (QoE) of players without starving other applications on the same network. This is especially challenging for Cloud Gaming, due to the high video bandwidth required: for 720p video resolution at 50 fps (typical game quality), the former OnLive cloud gaming system (whose technology patents were recently bought by Sony) requires a network connection with at least 5 Mbps of bandwidth.
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