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+ 
Gamelets - Multiplayer Mobile Games with 
Distributed Micro-Clouds 
(Mobile Cloud Computing) 
Bhojan Anand (presenter), Aw Jia Hao Edwin
+ 
Cloud Games 
Cloud Computing 
 Infrastructure as a Service(IaaS) 
 Platform as a Service (PaaS) 
 Software as a Service (SaaS) 
Cloud Games 
 Software as a Service (SaaS) 
 Games on Demand (GoD) 
 SaaS alone is forecasted to grow five times faster 
than traditional software packages
+ 
Multiplayer Games 
(Local Game State) 
Player Simulation, 
Opponent Prediction
+ Multiplayer Cloud Games 
• CPU/GPU load is 
reduced to save 
mobile’s energy 
• Centralized control 
(Version update, 
Cheating 
prevention, 
Payment/ 
Endogenous-value 
…) 
• Scalable
+ 
Multiplayer Cloud Games 
Key Challenges 
- All these 
operations 
should 
happen 
serially in 
few ms! 
- Requires 
high sever 
bandwidth 
for Video 
Streaming 
Interaction Delay
+ 
Multiplayer Cloud Games 
 But, “the Latency and Jitter are not new issues” 
How did conventional multiplayer games handle 
this? 
Local Game State Simulation 
Immediate 
Response 
Prediction 
Local 
Perception 
Filters 
Require 
Intelligent 
Clients!
+ 
Multiplayer Cloud Games 
Key Challenge 
Could Games introduce additional latencies 
 Cloud Processing 
 Encoding 
More serious one is: 
 Network Latency and Jitter 
Worse in Mobile Environments. 
 Even with LTE it takes 70ms to closest data center 
 Goes upto 200ms
+ 
Gamelet System 
Render at next hop! 
 Gamelet is a minimal-set hardware required 
to run, render and stream 3D games placed 
in the same local network or few hops (most 
of the time one or two hops) away from the 
mobile client. 
Uses distributed rendering to counter the 
limitations of renderer hw resources
+ 
Gamelet Architecture 
COMPONENTS:- 
- Processing Unit, 
- RAM , 
- Graphics Card, 
- Flash Drive for basic 
OS 
Benefits:- 
- Latency Hiding 
(Immediate Feedback, 
DR, LPF) 
- Scalable (Bandwidth) 
- Distributed Rendering 
Peer device can be a Gamelet!
+ 
Gamelet System 
Focused Areas of this Work 
Zone Distribution 
Distributed Rendering (Peer-Assisted 
Rendering) 
 Content Based Adaptive Streaming
+ 
Zone Distribution & Distributed 
Rendering 
Avg Size of a 3D Game 5 Gbytes 
Eg. Battlefield 3 recommends 4GB RAM and 
20GB Storage 
 It will take about 56 mins to download over 
3G network (assuming 1.5 Mbps) 
Download/Render 
only the “Zones of 
Interest” 
Check adjacent 
Gamelets before 
downloading 
Zones
+ 
Zone Distribution 
Zones and What they Contain
+ 
Zone Subdivision Algorithm 
 Max Zone Size= 
Factor(t_Download, 
t_Load) 
 Recursively divide 
until the zone size is 
less than max size 
 Dynamically Resized
+ 
Zone Request Processing 
Request to 
download 
 When user (player 
camera) enters the 
boundary 
 Request to load 
 When user’s far clip 
plane enters a new 
zone 
Boundary Size = function(far clip plane distance, 
t_Download, t_Movement)
+ 
Distributed Rendering 
Common Methods/Libraries 
 Network-Integrated Multimedia Middleware (NMM) 
 Top Game engines do not have NMM layer 
 Real-Time Scene Graph (RTSG) 
 Not accessible for Game developers 
 Multi-Camera Distributed Rendering 
(MCDR) 
 Practicable Approach 
 Can be used with any Game Engine
+ 
MCDR - Rotating Camera
+ 
MCDR - Rotating Camera 
Fish eye view on objects near and far 
NOT 
RECOMMENDED!
+ 
MCDR - Reshaping the view 
frustum 
Most Appropriate Way 
- Settings are 
Same as Main 
camera. 
- Manipulate Side 
Clip Planes
+ 
Distributed Rendering 
Rendering sections of view port in parallel
+ 
Selecting Adjacent Gamelets 
Initial adjacency list is obtained from the 
main Game Server 
 List is maintained with periodic ‘pings’ to 
neighbors 
A Gamelet will send data to neighbor node 
only if …. 
 Send Data 
 Render 
 Receive Image 
In Serial < 40ms 
(1/25 s)
+ 
Streaming to Client: Image vs Video 
Encoding latency (ms) Decoding latency (ms) 
461 
74 
500 
450 
400 
350 
300 
250 
200 
150 
100 
50 
0 
Image 
Video 
244 
72 
300 
250 
200 
150 
100 
50 
0 
Image 
Video
+ 
Streaming to Client: Image vs Video 
File size (kb) 
63.85 
106.92 
120 
100 
80 
60 
40 
20 
0 
Image 
Video
+ 
Streaming to Client (Images) 
Content Based Adaptive Streaming (CBAS) 
30% of the display is used for in-game HUD 
 5-8fps is sufficient for such static areas 
We mask this area in all other frames, resulting in 
high compression ratio
+ 
Streaming to Client (Images) 
Content Based Adaptive Streaming (CBAS) 
When the player is idle and his view is static, 
the background is mostly static 
 Stream at low rate
+ 
Game Client 
Display and Collect User Actions 
The client side code of the game simply gets 
the compressed stream from the Gamelet 
and uncompresses it to display. 
 In addition, it captures all the user actions. 
 [No Audio in Current Version]
+ 
Evaluations 
Bandwidth & Scalability 
 800x480 WVGA 
 1 to 3 Mbps after state-of-the-art compression 
with CBAS 
Support upto 5 clients in 802.11b 
9.6 Kbps between Gamelet to Server
+ 
Evaluations 
Average Processing Load 
 Measured with windows task manager and MSI 
Afterburner version 2.3.1 
GPU Load is proportional to number of pixels to 
render. [Linear]
+ 
Evaluation 
Small Scale User Study 
 Garden of Eden – 3D survival Game 
 Game Server in School Network 
 Gamelets and Clients at two randomly selected 
802.11 APs in School 
 Laptop, iPad versions of the Client were used 
 Seven UG users played the Game. Played multiple 
versions after 20mins training (Game mechanics) 
 Observed artefacts (latency, jitter, visual quality, 
synchronisation etc)
+ 
Evaluation 
Small Scale User Study
+ 
Demo 
 Look for “Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds” in Youtube
+ 
Contribution 
First attempt towards a distributed micro-cloud 
infrastructure 
Multi-camera Distributed Rendering 
 Can be done on top of any game engine 
Content Based Adaptive Streaming 
Techniques for Games 
Basic Results are Promising
+ 
Limitations & Future work 
 Zone handling overhead 
 Addition/Removal of Zones 
 User playing in the game world close to multiple boundaries will 
trigger the download of several zones 
 Synchronisation of Gamelets 
 Overall rendering workload is still more than rendering on one device 
 Due to number of encoding/decoding calls 
 Mobility of players 
 Gamelet node – Trust 
 Fairness in Game play 
 Eg Some users may connect to powerful Gamelet
+ 
THANK YOU 
Questions?

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Mobile Cloud Computing for Games - Gamelet

  • 1. + Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds (Mobile Cloud Computing) Bhojan Anand (presenter), Aw Jia Hao Edwin
  • 2. + Cloud Games Cloud Computing  Infrastructure as a Service(IaaS)  Platform as a Service (PaaS)  Software as a Service (SaaS) Cloud Games  Software as a Service (SaaS)  Games on Demand (GoD)  SaaS alone is forecasted to grow five times faster than traditional software packages
  • 3. + Multiplayer Games (Local Game State) Player Simulation, Opponent Prediction
  • 4. + Multiplayer Cloud Games • CPU/GPU load is reduced to save mobile’s energy • Centralized control (Version update, Cheating prevention, Payment/ Endogenous-value …) • Scalable
  • 5. + Multiplayer Cloud Games Key Challenges - All these operations should happen serially in few ms! - Requires high sever bandwidth for Video Streaming Interaction Delay
  • 6. + Multiplayer Cloud Games  But, “the Latency and Jitter are not new issues” How did conventional multiplayer games handle this? Local Game State Simulation Immediate Response Prediction Local Perception Filters Require Intelligent Clients!
  • 7. + Multiplayer Cloud Games Key Challenge Could Games introduce additional latencies  Cloud Processing  Encoding More serious one is:  Network Latency and Jitter Worse in Mobile Environments.  Even with LTE it takes 70ms to closest data center  Goes upto 200ms
  • 8. + Gamelet System Render at next hop!  Gamelet is a minimal-set hardware required to run, render and stream 3D games placed in the same local network or few hops (most of the time one or two hops) away from the mobile client. Uses distributed rendering to counter the limitations of renderer hw resources
  • 9. + Gamelet Architecture COMPONENTS:- - Processing Unit, - RAM , - Graphics Card, - Flash Drive for basic OS Benefits:- - Latency Hiding (Immediate Feedback, DR, LPF) - Scalable (Bandwidth) - Distributed Rendering Peer device can be a Gamelet!
  • 10. + Gamelet System Focused Areas of this Work Zone Distribution Distributed Rendering (Peer-Assisted Rendering)  Content Based Adaptive Streaming
  • 11. + Zone Distribution & Distributed Rendering Avg Size of a 3D Game 5 Gbytes Eg. Battlefield 3 recommends 4GB RAM and 20GB Storage  It will take about 56 mins to download over 3G network (assuming 1.5 Mbps) Download/Render only the “Zones of Interest” Check adjacent Gamelets before downloading Zones
  • 12. + Zone Distribution Zones and What they Contain
  • 13. + Zone Subdivision Algorithm  Max Zone Size= Factor(t_Download, t_Load)  Recursively divide until the zone size is less than max size  Dynamically Resized
  • 14. + Zone Request Processing Request to download  When user (player camera) enters the boundary  Request to load  When user’s far clip plane enters a new zone Boundary Size = function(far clip plane distance, t_Download, t_Movement)
  • 15. + Distributed Rendering Common Methods/Libraries  Network-Integrated Multimedia Middleware (NMM)  Top Game engines do not have NMM layer  Real-Time Scene Graph (RTSG)  Not accessible for Game developers  Multi-Camera Distributed Rendering (MCDR)  Practicable Approach  Can be used with any Game Engine
  • 16. + MCDR - Rotating Camera
  • 17. + MCDR - Rotating Camera Fish eye view on objects near and far NOT RECOMMENDED!
  • 18. + MCDR - Reshaping the view frustum Most Appropriate Way - Settings are Same as Main camera. - Manipulate Side Clip Planes
  • 19. + Distributed Rendering Rendering sections of view port in parallel
  • 20. + Selecting Adjacent Gamelets Initial adjacency list is obtained from the main Game Server  List is maintained with periodic ‘pings’ to neighbors A Gamelet will send data to neighbor node only if ….  Send Data  Render  Receive Image In Serial < 40ms (1/25 s)
  • 21. + Streaming to Client: Image vs Video Encoding latency (ms) Decoding latency (ms) 461 74 500 450 400 350 300 250 200 150 100 50 0 Image Video 244 72 300 250 200 150 100 50 0 Image Video
  • 22. + Streaming to Client: Image vs Video File size (kb) 63.85 106.92 120 100 80 60 40 20 0 Image Video
  • 23. + Streaming to Client (Images) Content Based Adaptive Streaming (CBAS) 30% of the display is used for in-game HUD  5-8fps is sufficient for such static areas We mask this area in all other frames, resulting in high compression ratio
  • 24. + Streaming to Client (Images) Content Based Adaptive Streaming (CBAS) When the player is idle and his view is static, the background is mostly static  Stream at low rate
  • 25. + Game Client Display and Collect User Actions The client side code of the game simply gets the compressed stream from the Gamelet and uncompresses it to display.  In addition, it captures all the user actions.  [No Audio in Current Version]
  • 26. + Evaluations Bandwidth & Scalability  800x480 WVGA  1 to 3 Mbps after state-of-the-art compression with CBAS Support upto 5 clients in 802.11b 9.6 Kbps between Gamelet to Server
  • 27. + Evaluations Average Processing Load  Measured with windows task manager and MSI Afterburner version 2.3.1 GPU Load is proportional to number of pixels to render. [Linear]
  • 28. + Evaluation Small Scale User Study  Garden of Eden – 3D survival Game  Game Server in School Network  Gamelets and Clients at two randomly selected 802.11 APs in School  Laptop, iPad versions of the Client were used  Seven UG users played the Game. Played multiple versions after 20mins training (Game mechanics)  Observed artefacts (latency, jitter, visual quality, synchronisation etc)
  • 29. + Evaluation Small Scale User Study
  • 30. + Demo  Look for “Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds” in Youtube
  • 31. + Contribution First attempt towards a distributed micro-cloud infrastructure Multi-camera Distributed Rendering  Can be done on top of any game engine Content Based Adaptive Streaming Techniques for Games Basic Results are Promising
  • 32. + Limitations & Future work  Zone handling overhead  Addition/Removal of Zones  User playing in the game world close to multiple boundaries will trigger the download of several zones  Synchronisation of Gamelets  Overall rendering workload is still more than rendering on one device  Due to number of encoding/decoding calls  Mobility of players  Gamelet node – Trust  Fairness in Game play  Eg Some users may connect to powerful Gamelet
  • 33. + THANK YOU Questions?

Editor's Notes

  1. All the information required for a user to play the game in his specific zone
  2. Boundaries are the places in the world which prompts the game to request additional game data for downloading.
  3. Near and far clip planes on the cameras view frustums are not aligned between all rendering units
  4. If your actor moves in a building, you may want to ignore the walls or furniture between the actor and the camera, you may use the Clipping Planes feature. By defining the range consists of Near and Far parameters, you may see the actors behind the wall or relieve the load of your system. This feature can not be set as a key in the Timeline. Rule of Clipping-planes The Clipping-Planes provide two parameters, Near and Far, to define the render-able range of a camera. <http://www.reallusion.com/iclone/Help/iClone3/10_Scene/Camera/Clipping_Planes_of_the_Camera.htm>
  5. Encoding – 86% reduction Decoding – 70% reduction VIDEO STREAM – Encode Current Frame with previous N frames. Only changes in new frame will be sent.
  6. 40% reduction in file size
  7. Case 2,3,4 – 14% due to communication overhead