• No results found

Gaming as a Service. Prof. Victor C.M. Leung. The University of British Columbia, Canada

N/A
N/A
Protected

Academic year: 2022

Share "Gaming as a Service. Prof. Victor C.M. Leung. The University of British Columbia, Canada"

Copied!
57
0
0

Loading.... (view fulltext now)

Full text

(1)

Gaming as a Service

Prof. Victor C.M. Leung

The University of British Columbia, Canada www.ece.ubc.ca/~vleung

International Conference on Computing, Networking and Communications 4 February, 2014

(2)

Outline

Introduction to Mobile Cloud Computing

Gaming as a Service (GaaS)

o Commercial Cloud Gaming System

o A Cloudlet-assisted Cloud Video Gaming System o Cognitive GaaS Platform

Design of Cognitive GaaS Platform

Environment Perception Design

Resource Management

Research Opportunities: Mobile Gaming as a Service

(3)

Mobile Cloud Computing

(4)

Cloud Computing

 Definition from NIST: “Cloud computing is a model for enabling convenient, on-demand network access to a shared pool of

configurable computing resources (e.g., networks, servers, storage, applications, and services) that can be rapidly provisioned and

released with minimal management effort or service provider interaction”  virtualization of computing resources

 Providing Everything as a Service (XaaS)

 Types of Cloud Computing

• Public clouds

• Private clouds

• Hybrid clouds

• Virtual private clouds

(5)

Cloud Computing (Cont.)

 Evolution of cloud computing concept

• Distributed computing (pure academic concept)

• Grid computing (academic-leading application: SETI@home)

• Cloud computing (commercial concept: reuse computing resources)

 Advantages

• Multi-tenancy

• Shared resource pooling

• Geo-distribution and ubiquitous network access

• Service oriented

• Dynamic resource provisioning

• Self-organization

• Utility-base pricing

(6)

Cloud Computing Services

 Virtualized services at different levels

(7)

Mobile Cloud Computing

 Mobile cloud computing (MCC)  mobile applications are built, powered and/or hosted using cloud computing

technologies

 Motivated by:

 Resource constraints in mobile devices o Processing

o Data storage / memory o Energy storage / battery

 Diversity of mobile devices (smart phones, tablets, etc.)

 Contemporary mobile devices are (almost) always connected

 Desire of mobile device users to interact with other mobile device users (e.g., via social networking)

(8)

Mobile Cloud Computing (MCC): Architecture

(9)

Advantages of MCC

 For users

• Overcome limits of mobile hardware

 Extending battery life

 Improving data storage capacity

 Improving processing power

• Improving reliability

 For developers

• Reusing existing, matured services – quick to market

• Overcome design limitations of mobile systems

 For service providers

• Continuous revenue from service providing model

• Unified service regardless of platform

(10)

An Application Model of MCC

Service Cloud Service

Cloud Service

Cloud Service

Cloud

Service Cloud Service

Cloud

Presentation (Output) Layer

Presentation (Output) Layer

Input Layer Input Layer Logic Layer Logic Layer

(11)

Program Aspect of MCC

Nodes represent program modules of a mobile cloud applications

(12)

Offloading Model of MCC Design

From “CloneCloud” (Intel Research Berkeley 2011)

(13)

Application of MCC

• Mobile Commerce

• Mobile Learning

• Mobile Healthcare

• Mobile Sensor Surveillance System

• Mobile Vehicular Networks

• Mobile Social Network

• Mobile Gaming

(14)

Research Topics of MCC

 Research Issues

• Bandwidth requirements

• Network availability

• Network heterogeneity

• Offloading

• Security

• etc.

 Associated with other topics

• Vehicular networks

• Social networks

• Wireless sensor networks

• etc.

(15)

Gaming as a Service (GaaS)

(16)

World Video Game Market (Million €)

Source: IDATE, November 2013

(17)

Gaming as a Service

 Games are built, powered and/or hosted using cloud computing technologies

 Additional Features:

o Anti-Piracy o Click-and-Play

• most games are seldom if ever played after downloading o Enhanced Gaming Experience

• Gaming Anywhere

• Gaming Anytime

• Seamless Gaming

(18)

Commercial Cloud Gaming

(19)

Commercial Cloud Gaming

 Existing commercial cloud gaming service providers

• OnLive, Gaikai, G-Cluster

Service Model of OnLive

(20)

Cloud Gaming

 Business Model (from G-Cluster)

(21)

Architecture of Cloud Gaming

Virtual machines (VMs) to simulate the runtime environment of the mobile devices

Virtual machines (VMs) to simulate the runtime environment of the mobile devices

Gaming videos are rendered and encoded in the cloud

Gaming videos are rendered and encoded in the cloud

Video frames are transmitted to mobile terminal via network Video frames are transmitted to mobile terminal via network

Mobile devices serve as display screen and input controller Mobile devices serve as display screen and input controller

(22)

Measurement of OnLive

 Research Issues and Challenges

• Interaction delay tolerance

• Video streaming and encoding

Measurement of OnLive (Simon Fraser Univ. 2013)

(23)

Adaptive Rendering for Cloud Gaming

 Adapt rendering parameters to network environment

Adaptive Rendering for MCG (Univ. of California San Diego 2011)

Full quality Reduced depth

Reduced details Reduced details

(24)

Quality of Experience (QoE) for Cloud Gaming

 Mapping user QoE to network Quality of Service(QoS)

(25)

A Cloudlet-Assisted Multiplayer Cloud Video Gaming System

Work published in ACM/Springer Mobile Networks and Applications (MONET) Work published in ACM/Springer Mobile Networks and Applications (MONET)

(26)

System Model

Ad-hoc Cloudlet

 Motivations

• Multiple game players in a same game scene would receive similar game videos

• Mobile clients are able to share their received gaming videos with the help of ad-hoc cloudlet

constructed by a secondary local ad hoc network

• Potentially, the sharing of gaming video frames is able to reduce the server transmission rate

(27)

Correlation of Video Frames

Inter-Video P-Frame Inter-Video P-Frame

Intra-Video P-Frame Intra-Video P-Frame

(28)

Correlation of Inter-video Frames

 Inter-Video P-frame

H

W

Roverlap = ratio of frame overlap

Pinter = size of inter-frame I = size of intra-frame

= compression ratio

(29)

Player Interaction Models

 Random Walk – Choose a random direction to move

 Group Chase –

Randomly choose a peer

avatar, and chase it for a

certain period of time

(30)

Design of Video Encoder

Encoding steps:

1. Frame Size Estimation 2. Grouping

3. Optimal Encoding

Minimum Spanning Tree Player

Time

1 2 3 4

i

i+1

(31)

Multi-hop Decoding Problem

 Drawbacks

 Unacceptable Decoding Delay

 Solution to the problem

 To restrict the encoding in 1-hop

 Search the F[x] with most

frames which use F[x] as predictor

 Encode F[x] as

 Encode all

 Continues until all F[x] is encoded

P

inter

[y][x]

P

inter

[y][x]

P

intra

[x]

(32)

Experiments

Number of Players 8

Average Game Time 1000s Probability of Random Walk 0.7 Probability of Group Chase 0.3 Time of Each Chase 5s

Screen Resolution 1024x1024 Game Map Size 4096x4096 Pixels of Each Move 32 pixels FPS( Frame per

Second)

24 GoP (Group of Pictures) Infinite PSNR (Peak Signal to Noise

Ratio)

32dB

Table 1. Player Interaction Model

Table 2. Video Encoding Parameters

 Video Frames

Stanford Bunny Light Field

H.236 Encoder

 Evaluation

Server Transmission Rate

 Comparison

Original Intra-Video Encoding

Optimal Inter-Video Encoding

One-Hop Inter-Video Encoding

(33)

Transmission Rate vs. Game Time

Reduced by 54%

Reduced by 54%

Reduced by 64%

Reduced by 64%

(34)

Transmission Rate vs. Game Time

(35)

Transmission Rate vs. Chase Time

(36)

Transmission Rate vs. No. of Players

(37)

Cognitive Gaming as a Service

(38)

Problems of Existing Cloud Gaming Systems

 Transmission of gaming video

• High bandwidth requirement

• Infeasible: unstable in mobile network

• Irrational: too expensive in paid network

• Hard to extend battery life

• Screen display consumes lots of battery

• Decoding of gaming video frames consumes power as well

 Need flexible scheme that is situation-aware and

capable of adapting to the situation

(39)

Dynamic Location of Gaming Program Modules

Resulting Video Transmission Resulting Video Transmission

Existing MCG Existing MCG

Why not?

Why not?

Gaming Input Module Gaming Input Module Gaming Output Module

Gaming Output Module

Or Even?

Or Even?

(40)

Architectural Framework of Future GaaS

 Cognitive cloud integration

Enabling component-based game design

Facilitating code migration from cloud to mobile terminal

Supporting cognitive resource allocation (dynamic partitioning)

Work presented in MobileCloud 2013 Work presented in MobileCloud 2013

(41)

A Running Cognitive GaaS Instance

(42)

Cognitive GaaS: Overview

Cognitive GaaS Platform Cognitive GaaS Platform

Game Development

Game Development

Performance Analysis Performance

Analysis

Game Instances Game Instances

Cognitive Adaption Cognitive

Adaption API Support

API Support Environment

Perception Environment

Perception

Source Code Source Code

(43)

Cognitive GaaS: Research Issues

 Cognitive GaaS Platform Design and Implementation

• Enabling mechanisms and technologies

 Performance Prediction for Game Components

The reference for optimization algorithms

Unable to test performance in real-time

Prediction on code characteristics

 Environment Perception

The reason for adaptation

Efficient and accurate measurement, evaluation and prediction

 Intelligent Adaption Solution

Mapping system from QoE to QoS

Adaptive strategy: Level transitions and timing

(44)

Cognitive Gaming as a Service

Design of Cognitive GaaS Platform

Work presented in CloudCom 2013 Work presented in CloudCom 2013

(45)

Design of Cognitive GaaS Platform

Design of Cognitive GaaS Platform

 Features

APIs for Game Developers

Click-and-Play

• No installation required

Cognitive Adaptation

• Environment Perception

• Onloading Scheme

• Dynamic Partitioning

Partial Offline Execution

For special scenarios

(46)

Configuration Center at Cloud End

Figure 24. The Configure Center of Cognitive MCG Platform Client List

Client List

Component Real-Time Execution Status

Component Real-Time Execution Status

Component Real-Time Onloading Status

Component Real-Time Onloading Status

Client Device Status Client Device

Status

(47)

Preliminary Experiment

Experiment Setup

 To validate the capacity of optimization

• Latency-oriented optimization

Experiment Result

(48)

Partial Offline Execution

Message Redirection or Offline Execution

(49)

Cognitive Gaming as a Service

Environment Perception

Work presented in CloudComp 2013 Work presented in CloudComp 2013

(50)

Mobile Agent (MA) Environment Perception

Figure 16. Mobile Agent Information Collection

 Consider measurement, evaluation and prediction together!

Local Analysis Local Analysis

Cloud Analysis Cloud Analysis

Status Storage Status Storage Agent Dispatch

Agent Dispatch Time Trigger for

Agent Dispatch

Time Trigger for

Agent Dispatch

(51)

MA Information Analysis

 Local Analysis

• Extracting the features or characteristics of data

• To increase the transmission efficiency of collected information

 Cloud Analysis

• QoE level factor

• System variance factor

• Predict future information to increase the information collection efficiency

(52)

Benefits of MA Information Collection

 Intelligent Collection Interval

• Determined by data variety

• Predicted in the cloud with historic data

 Flexible Agent Design

• Task-specific dispatching

• Determined by data characteristics

 Efficient Information Transmission

• Information retrieval, fusion and collection

(53)

Enabling Technologies

Figure 17. Implementation of Mobile Agent Information Collection

(54)

Cognitive Gaming as a Service

Resource Management

Work will be presented at IEEE ICC 2014 Work will be presented at IEEE ICC 2014

(55)

Our Future Work

 QoE testing involving different terminals under different network and cloud service conditions

 Further refine cognitive cloud-based gaming framework and platform development

 Develop demo games using platform

 Develop adaptive algorithms for situation-aware

dynamic offloading of game components

(56)

The Opportunities of Mobile GaaS

 Make it MOBILE with novel I/O support

Augmented-Reality Gaming (Google Glass) Sensor Games

Geographical Games(Ingress)

(57)

Thank You!

Wireless Networks and Mobile Systems Laboratory http://winmos.ece.ubc.ca

This work was contributed by Wei Cai

References

Related documents

During face recognition, the name and body temperature data will be displayed on the screen; data will be transmitted via on-premise or wireless network to the mobile phone APP

Variabel ini dikategorikan menjadi 4, yaitu (a) Tidak ada (jika seluruh tubuh tertutup pakaian sehingga tidak ada kulit yang terlihat dari sekitar lutut hingga leher, atau

Mobile Payments are payments for which the data and instruction are initiated, transmitted or confirmed via a mobile device. This can apply to online or offline purchases of

MOBILE ACCESS Accessible via browsers running on mobile devices Limited access to business applications browsers. running on mobile devices Accessible via browsers running on

Energy Division’s 2009 Evaluation Report ERT Software Tool using ex ante 16. input assumptions adjusted by ex post

The proposed method gives promising results on images of faces and of daily objects even when using reference image and depth ob- tained in a poorly lighted setting..

Ten intact human thoraces from the seventh cervical vertebra (C7) to the first lumbar vertebra (L1) have first been biomechanically tested, first in intact conditions, by

For the mature, employed female engaging in postgraduate study the availability of time and / or motivation results in more optimal occupational performance thus contributing