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Are All Games
Equally Cloud-Gaming-Friendly?
NetGames 2012
-- An Electromyography Approach
Yeng-Ting Lee National Taiwan University
Kuan-Ta Chen Academia Sinica
Han-I Su Academia Sinica
Chin-Laung Lei National Taiwan University
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 2
Long-Lasting Problems of Gamers
Game software becomes more complex
The overhead of setting up a game is significant
Locked by a certain computer
Games have software and hardware compatibility with
computers
Computer hardware upgrade
demands
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 3
Cloud Gaming
Real-time game playing via thin clients
Cloud game servers
Internet
Streaming
Streaming
Streaming
PC
Laptop
Mobile
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 4
Benefits of cloud gaming
Frees players from the need of indefinitely upgrading
their computers
No setting up overhead and compatibility issues for
trying out a game as everything needed will be settled
in data centers by game operators
People can play games anywhere, anytime
4
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 5
Cloud Gaming Services
T5-Labs
Unavoidable Delays
t0 (Key event sent) t1 (Key event received)
t2 (Frame sent)t3 (Frame received)
ServerClient
Game frameGame screen
t4 (Frame displayed)
Network delay : (t1 – t0)+(t3 – t2)
Processing delay : t2 – t1
Playout delay : t4 – t3
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 7
A Comparison with “Traditional”
Online Games
Unavoidable extra delays
Video encoding at the server
Video decoding and playout buffering at the client
Less effective delay compensation
Game states (e.g., game objects’ positions and velocity) sare
not available at the client side
Cloud games are intrinsically more susceptible
to latency than online games.
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 8
Our motivations
Q1: How the response latency in cloud gaming
affects users’ experience?
Q2: Are different games equally sensitive to
latency?
Searching for opportunities to enhance
cloud gaming QoE
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 9
Definition
Real-time strictness (RS)
How much a game’s QoE degrades when the latency is
higher?
Cloud-gaming friendliness
A cloud game’s susceptibility to latency in terms of its QoE
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 10
Roadmap
QOE MEASUREMENT
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 12
QoE Measurement Approaches
MOS (Mean Opinion Scores)
Inaccuracy due to recency effect
Costly due to its fewer and coarser (i.e., five-level) responses
SSCQE (Single Stimulus Continuous Quality Evaluation)
Requires subjects to continuously report
their present gaming experience
May disturb game play and diminish
the flow experience
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 13
Facial EMG approach
1. Continuous emotion measures (can be at a rate of 1000
Hz or even higher)
2. Does not disturb game play
3. Objective since the emotional indicators are directly
measured rather than told by subjects
(EMG: Electromyography)
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 14
Facial EMG Measurement Setup
The corrugator
supercilii muscle
Negative emotions
The amount of annoyance
caused by latency
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 15
Measurement devices
PowerLab 16/30
Electrodes
Wires
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 16
During game play…
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 17
Latency Emulation
Reasons
Full control of the latency injected into the input-response
loop
Free study of games that are not available on current cloud
gaming platforms
Our approach
Use SetWindowsHookEx API (in Windows) to intercept all the keyboard
and mouse inputs
Each of the input events is firstly queued in a buffer and later replayed
after a desired time t
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 18
Selected Games
ACT
LEGO Batman (Batman)
Devil May Cry (DMC)
Sangoku Musou 5 (Dynasty Warriors 6) (SM5)
FPS
Call of Duty: World at War (COD)
F.E.A.R 2 (FEAR)
Unreal Tournament 3 (Unreal)
RPG
Ys Origin (Ys)
Loki: Heroes of Mythology (Loki)
Torchlight (Torch)
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 19
Experiment overview
• Latency levels: 0, 50, 100, 200, 400 ms
• Each round: 10 minutes with 5-minute breaks
• Latency is randomly applied during game play
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 20
Trace Summary
Subjects
Trace
QUANTIFYING REAL-TIME
STRICTNESS OF GAMES
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 22
Overall EMG potentials
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 23
EMG Potentials for each game
1. Diverse baseline EMG potentials for each game
2. The increasing rates of EMG potential are game-dependent as
well
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 24
Deriving real-time strictness (RS)
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 25
RS of the studied games
In general, FPS > RPG > ACT in terms of RS
Game pace↑, RS↑, latency-critical↑
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 26
MODELING THE REAL-TIME
STRICTNESS OF GAMES
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 27
Real-time strictness modeling
Motivations
Subjective measurements are labor-intensive
To understand the design elements that cause high RS
Expected prediction model
Output: RS estimate
Inputs
 User game play inputs
 User game play video recording
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 28
Our conjecture
How a game responds to players’ commands is
associated with its real-time strictness.
If its commands is “lightweight”
Simple, fast, local moves
Timing is important  higher RS
If its commands are “heavy”
Associated with long and large amounts of animations
Timing is not critical  lower RS
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 29
Illustrations for command “heaviness”
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 30
Feature Extraction
Screen dynamics
Based on the motion vectors in H.264 encoded video clips
Basically the variation of motion vectors’ lengths on each game frame
User input rate
Used for normalization
(indicates the average complexity of screen changes caused by each
keyboard/mouse input event)
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 31
Command heaviness vs. RS
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 32
RS prediction
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 33
Application #1: Balance games’ QoE
degradation due to latency
Scenario
N users are playing different games at the same time
Users experience different latencies and games have different RS
 Each player experiences different levels of QoE degradation
Usage
Use the model to infer which players are having a worse gaming
experience than others
Prioritize the server’s resources, such as CPU and GPU, to reduce those
players’ latencies and thereby mitigate QoE degradation they would
otherwise experience
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 34
Application #2: Co-optimizing data center
cost and gaming experience
Scenario
N data centers, each has distinct operation cost (electricity and labor)
Whenever a user signs in, we need to assign a data center to him for
real-time game play
Question: Which data center should we assign to the player?
Usage
Use the model to predict users’ QoE in all the cases and choose the data
center which provide a “just good enough” gaming experience
Data center A:
Lower cost, longer delay
Data center B:
Higher cost, shorter delay
Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 35
Summary
Not all games are equally friendly to cloud gaming due
to different design
The cloud-gaming-friendliness factor could be
predicted by analyzing how a game is played
Such a prediction model can be used to simultaneously
optimize server resource usages and gaming
experience and help achieve a win-win situation for
both the industry and gamers.
Thank You!
Kuan-Ta Chen
Academia Sinica
http://www.iis.sinica.edu.tw/~swc

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Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic Approach

  • 1. Are All Games Equally Cloud-Gaming-Friendly? NetGames 2012 -- An Electromyography Approach Yeng-Ting Lee National Taiwan University Kuan-Ta Chen Academia Sinica Han-I Su Academia Sinica Chin-Laung Lei National Taiwan University
  • 2. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 2 Long-Lasting Problems of Gamers Game software becomes more complex The overhead of setting up a game is significant Locked by a certain computer Games have software and hardware compatibility with computers Computer hardware upgrade demands
  • 3. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 3 Cloud Gaming Real-time game playing via thin clients Cloud game servers Internet Streaming Streaming Streaming PC Laptop Mobile
  • 4. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 4 Benefits of cloud gaming Frees players from the need of indefinitely upgrading their computers No setting up overhead and compatibility issues for trying out a game as everything needed will be settled in data centers by game operators People can play games anywhere, anytime 4
  • 5. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 5 Cloud Gaming Services T5-Labs
  • 6. Unavoidable Delays t0 (Key event sent) t1 (Key event received) t2 (Frame sent)t3 (Frame received) ServerClient Game frameGame screen t4 (Frame displayed) Network delay : (t1 – t0)+(t3 – t2) Processing delay : t2 – t1 Playout delay : t4 – t3
  • 7. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 7 A Comparison with “Traditional” Online Games Unavoidable extra delays Video encoding at the server Video decoding and playout buffering at the client Less effective delay compensation Game states (e.g., game objects’ positions and velocity) sare not available at the client side Cloud games are intrinsically more susceptible to latency than online games.
  • 8. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 8 Our motivations Q1: How the response latency in cloud gaming affects users’ experience? Q2: Are different games equally sensitive to latency? Searching for opportunities to enhance cloud gaming QoE
  • 9. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 9 Definition Real-time strictness (RS) How much a game’s QoE degrades when the latency is higher? Cloud-gaming friendliness A cloud game’s susceptibility to latency in terms of its QoE
  • 10. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 10 Roadmap
  • 12. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 12 QoE Measurement Approaches MOS (Mean Opinion Scores) Inaccuracy due to recency effect Costly due to its fewer and coarser (i.e., five-level) responses SSCQE (Single Stimulus Continuous Quality Evaluation) Requires subjects to continuously report their present gaming experience May disturb game play and diminish the flow experience
  • 13. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 13 Facial EMG approach 1. Continuous emotion measures (can be at a rate of 1000 Hz or even higher) 2. Does not disturb game play 3. Objective since the emotional indicators are directly measured rather than told by subjects (EMG: Electromyography)
  • 14. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 14 Facial EMG Measurement Setup The corrugator supercilii muscle Negative emotions The amount of annoyance caused by latency
  • 15. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 15 Measurement devices PowerLab 16/30 Electrodes Wires
  • 16. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 16 During game play…
  • 17. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 17 Latency Emulation Reasons Full control of the latency injected into the input-response loop Free study of games that are not available on current cloud gaming platforms Our approach Use SetWindowsHookEx API (in Windows) to intercept all the keyboard and mouse inputs Each of the input events is firstly queued in a buffer and later replayed after a desired time t
  • 18. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 18 Selected Games ACT LEGO Batman (Batman) Devil May Cry (DMC) Sangoku Musou 5 (Dynasty Warriors 6) (SM5) FPS Call of Duty: World at War (COD) F.E.A.R 2 (FEAR) Unreal Tournament 3 (Unreal) RPG Ys Origin (Ys) Loki: Heroes of Mythology (Loki) Torchlight (Torch)
  • 19. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 19 Experiment overview • Latency levels: 0, 50, 100, 200, 400 ms • Each round: 10 minutes with 5-minute breaks • Latency is randomly applied during game play
  • 20. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 20 Trace Summary Subjects Trace
  • 22. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 22 Overall EMG potentials
  • 23. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 23 EMG Potentials for each game 1. Diverse baseline EMG potentials for each game 2. The increasing rates of EMG potential are game-dependent as well
  • 24. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 24 Deriving real-time strictness (RS)
  • 25. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 25 RS of the studied games In general, FPS > RPG > ACT in terms of RS Game pace↑, RS↑, latency-critical↑
  • 26. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 26 MODELING THE REAL-TIME STRICTNESS OF GAMES
  • 27. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 27 Real-time strictness modeling Motivations Subjective measurements are labor-intensive To understand the design elements that cause high RS Expected prediction model Output: RS estimate Inputs  User game play inputs  User game play video recording
  • 28. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 28 Our conjecture How a game responds to players’ commands is associated with its real-time strictness. If its commands is “lightweight” Simple, fast, local moves Timing is important  higher RS If its commands are “heavy” Associated with long and large amounts of animations Timing is not critical  lower RS
  • 29. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 29 Illustrations for command “heaviness”
  • 30. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 30 Feature Extraction Screen dynamics Based on the motion vectors in H.264 encoded video clips Basically the variation of motion vectors’ lengths on each game frame User input rate Used for normalization (indicates the average complexity of screen changes caused by each keyboard/mouse input event)
  • 31. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 31 Command heaviness vs. RS
  • 32. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 32 RS prediction
  • 33. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 33 Application #1: Balance games’ QoE degradation due to latency Scenario N users are playing different games at the same time Users experience different latencies and games have different RS  Each player experiences different levels of QoE degradation Usage Use the model to infer which players are having a worse gaming experience than others Prioritize the server’s resources, such as CPU and GPU, to reduce those players’ latencies and thereby mitigate QoE degradation they would otherwise experience
  • 34. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 34 Application #2: Co-optimizing data center cost and gaming experience Scenario N data centers, each has distinct operation cost (electricity and labor) Whenever a user signs in, we need to assign a data center to him for real-time game play Question: Which data center should we assign to the player? Usage Use the model to predict users’ QoE in all the cases and choose the data center which provide a “just good enough” gaming experience Data center A: Lower cost, longer delay Data center B: Higher cost, shorter delay
  • 35. Are All Games Equally Cloud-Gaming-Friendly? / Kuan-Ta Chen 35 Summary Not all games are equally friendly to cloud gaming due to different design The cloud-gaming-friendliness factor could be predicted by analyzing how a game is played Such a prediction model can be used to simultaneously optimize server resource usages and gaming experience and help achieve a win-win situation for both the industry and gamers.
  • 36. Thank You! Kuan-Ta Chen Academia Sinica http://www.iis.sinica.edu.tw/~swc