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GENIUS
Program Overview
Introduction
GENIUS projects cover a range of areas relating to
networked, online multiplayer games. These include:
- Short- and long-time frame traffic patterns
- Sensitivities of game players to network characteristics
(such as packet latency and loss)
- Network layer mechanisms for cheat-mitigation & Fairness
between game players experiencing different network characteristics
- 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
- The use of 3D game engines for interactive
visualisation of network activity
Brief descriptions of
each area follows below, with links to related papers, results and/or
tools.
Short- and long-time frame
traffic patterns
The first step in understanding the impact of game traffic is to
capture and measure it under controlled conditions. Of
interest when investigating IP QoS issues are short
timescale characteristics of IP traffic while games are in progress
(such as geographic/topological diversity of participating network
endpoints, inter-packet arrival times and packet size distributions).
For long term trend planning we're interested in long
timescale aggregate usage (e.g. over hours, days, and weeks). We
have collected short packet traces for internal use, and made a small
collection of traces
publicly available under the SONG project.
(Publications.)
Realistic game traffic
simulation
Our
ultimate goal behind the collection of real-world traffic is to
construct plausible, synthetic traffic models. Such traffic models
should enable predictions to be made about the interactions between the
traffic of interactive games and other network applications. We have
developed some increasingly sophisticated ideas on modeling multiplayer
FPS (first person shooter) traffic. (Publications.)
Sensitivities of game players to network
characteristics
Game
play involves reacting to events in a virtual world. As the
interactivity goes up, the need for rapid and reliable network
communication increases. We have done some small scale analyses of the
sensitivity of FPS players to latency and packet loss. (Publications.)
Cheat-mitigation & Fairness
Related
to the sensitivity of players to network characteristics, we have
explored the possibility of introducing artificial network degradation
to punish cheaters, and looked at how imbalanced network behaviour
influences fairness between players. (Publications.)
Server discovery
protocols
Before
online games are played, suitable servers must be discovered. We have
explored some ideas for optimising the search process required to find
game servers with suitably low latency. (Publications.)
Detection of live game traffic
We
have explored the use of Machine Learning techniques for game traffic
detection / identification. Our interest in ML techniques leveraged
work done in the DSTC
project (suppored by Cisco Systems), and culminated in the ANGEL project
(suppored by the Smart Internet Technologies CRC). (Publications.)
3D game engines for interactive
visualisation of network activity
Under the auspices of the L3DGE
project we have explored the possibilities of leveraging multiplayer
FPS game engines to simplify the monitoring of abstract, multi-metric
systems (such as networks themselves). (Publications.)
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