Game Environments Internet Utilisation Study (GENIUS)

Introduction

GENIUS began in 2002 with the aim of characterizing the impact of popular online, interactive, real-time games on ISP networks. The program has since expanded to encompass questions about latency tolerance of players, network layer mechanisms for cheat-mitigation, the hidden network-layer impact of server discovery protocols, synthetic construction of realistic game traffic simulations, passive real-time detection of live game traffic in ISP access networks, and the use of 3D game engines for interactive visualisation of network activity.

Background

Interactive, real-time online games represent a rapidly growing market and a challenge for ISPs. The market for computer games is reported to have exceeded Hollywood's annual revenues in the past few years, and PC-based computer games have accelerated the industry's development of high-end graphics cards and sound systems in consumer-level computers. There are new revenue (or customer retention) opportunities for ISPs who can offer premium services targetted at online game players.

However, there remains the challenge of efficiently engineering ISP networks to support online, interactive computer games. In an ideal world with excess funding an ISP could simply over-provision their entire network. But the real world demands that new online game players must be supported on existing links - shared with everyone else's web surfing, file sharing, and email traffic. Network engineering is a balancing act. A proactive ISP tries to maintain packet latency, loss, and throughput expectations of its customers by adapting their internal resources to the offered load.

As part of this project we will develop and release tools to assist in data gathering and analysis, and publish interim results and papers on our website. The links above will take you to additional information.

GENIUS has also spawned the SONG, ANGEL and L3DGE projects here at CAIA.

Program Leader
Grenville Armitage

Program Members

Sebastian Zander
Warren Harrop
Lawrence Stewart
Phillip Branch

(Alumni: Carl Javier, Brandon Tyo, David Kennedy, Mark Pozzobon, Ian Leeder, Tanja Lang, Ana Pavlicic)
(Swinburne also has a broader community of researchers interested in computer games.)


Last Updated: Thursday 3-Apr-2008 11:11:26 EST | Maintained by: Grenville Armitage (garmitage@swin.edu.au) | Authorised by: Grenville Armitage (garmitage@swin.edu.au)