Networking For GamesNew
Networking For GamesNew
INTRODUCTION
Gaming always have been one of
favorite areas for computer scientist, researchers
and developers. Gaming once limited to video
games over console has found new dimensions
and demographics after targeting new trends
such as social network.
Today e.gaming is not limited to
console games. Categories are consoles, PC, 2D,
3D mobile and games over social network are
very famous. Multiplayer games over social
media or network is the latest trend. Social
networking era allow us to involve our friends in
the gaming activities. There are various domain
but games over network introduce a lot of
questions. It arises the question of how data
packets for games will be treated over networks.
Priority to be given on timely delivery of the
packets or in order packet. How the tradeoff
between different priorities and requirements
can be assured without affecting performance
and entertainment.
Its no more just an entertainment.
Gaming has huge share in the software industry.
Gamers are individuals considered as genius
who have good set of skills for solving different
problems, relatively better attention span and
observation skills. Under this paper discussion
will be carried out how networking for games is
handled and what are the aspects of
communication to be considered. Traffic wont
be very different but how packets should be
transmitted and what conditions would be
applied for different genre of games.
PROBLEM STATEMENT:
E.gaming was once considered
notorious; time changed and now science has
accepted the importance of gaming. Today we
have a huge industry invested over gaming.
Along different communication perceptive
problems it arises was data packets traversal as
well packet handling difference between normal
and game traffic. Networking for games and
protocols
add-ons
for
gaming
traffic
implementation along quality of service aspects
LITERATURE REVIEW:
QoS REQUIREMENTS AND CONTENT
BASED TRANSPORT PROTOCOL:
Quality of service requirements for normal
internet traffic and gaming traffic is different.
Authors in [1] analyzed how transport protocols
perform on the action logs of Angels love.
Protocols were UDP, TCP, SCTP, DCCP and
content-based transport protocol.
Gaming protocols have a design goal to
achieve timely delivery along jitter less traffic
with maximum interactivity for better user
experience. Massive multiplayer online role
playing games end to end delay less traffic is
dependent overt transport protocols. TCP and
UDP are widely used for gaming traffic
transport protocol where reliable traffic is not a
requirement UDP is preferred.
Researchers conducted an experiment
on the sample data. They have classified
message types in to main categories and checked
class of message that can tolerate the reliability,
in order and timely delivery failures. The
OBSCURING
NETWORK
JUST
NOTICEABLE
DIFFERENCE:
In multiplayer games with high
interactivity where perspective action of
multiplayers is required its important to
maintain the traffic of network in such a way
that its hardly noticeable by the players and
introduce optimization of actions in order to
ensure real time effect and concealing the
delays.
Fast speed
Instant
and
requirement.
speedy
judgment
Aspects
of
Online
Multiplayer
Games
Multiplayer online games (MOG) are real time
interactive distributed applications. MOG
requires a lot of computational power along with
a strong network.
Mainly MOGs performance is based on 2 things:
Physical platform
Logical platform
Physical platform are the physical components
on which MOG is being played such as
hardware (processor) and networking.
Logical platform on the other hand is the system
architecture that how these hardware
components are organized and how software is
running on them.
Logical Platform:
Generally 3 architectures are used for MOGs
Client/Server
Peer-to-Peer
Mirrored/Networked Server
In [4] they have analyzed these system
architectures and have proposed a new
architecture i.e. server-clustered architecture
combining the advantages of the above 3
mentioned architectures.
Physical Platform:
1. Network Resources:
MOGs performance depends on the following 2
major aspects of Network resources
Bandwidth
Latency
Bandwidth requirement mainly depends on the
no of users playing and the transmission
technique like whether packet is being
broadcasted or unicasted. So to improve the
performance multicast is being used to send the
packets only to the intended receivers.
Latency is the delay that is caused due to the
sending/receiving packets from other side of the
system. As a rule of thumb latency between 0.1
and 1 second is acceptable. First person shooters
games requires the minimum latency.
2. Hardware Resources
The underlying systems computational power is
one of the major aspect in affecting the
performance of MOGs.
Computational Power is required to handle 2
things. First to process the incoming network
traffic, second to handle the client side
Cheating in MOGs:
Most commonly 3 types of packet tampering is
done in First Person Shooter online games.
Reflex augmentation
Packet interception
Replay attack
Reflex Augmentation: In this when cheater
fires, then the proxy sends some additional
rotation and movement control packets to
improve the aim.
Packet Interception: In this when someone
fires at the cheater, then the proxy prevents those
damage packets from reaching the cheater thus
the cheater feels no damage.
Replay Attack: In this when cheater fires, then
proxy can send that packet for more than 1 time,
increasing the fire rate and thus cheater gets
more chances of hitting the target.
CONCLUSION:
Multiplayer online games are the latest trend
nowadays in the gaming world. But very limited
research has been done on it, especially on the
networking of games. Therefore networking for
games should be highly focused to contribute in
the revenue of massive industry and enhancing
players experience.
REFERENCES:
[1] Chih-Ming Chen, Te-Yuang Huang, Kuan-Ta
Chen and Polly Huang, "Quantifying the Effect
of Content-based Transport Strategies for Online
Role Playing Games," In Proceedings of ACM
NetGames 2008 (Poster), 2008.
[2] XU, Jingxi, WAH Wan Sang Benjamin.
Concealing Network Delays in Delay-Sensitive
Online Interactive Games Based on JustNoticeable Differences Paper presented in the
IEEE ICME, International Conference on
Multimedia & Expo, 2013, 6 pgs
[3] Jouni Smed, Timo Kaukoranta, Harri
Hakonen,
(2002)
"Aspects
of
networking in multiplayer computer
games", The Electronic Library, Vol. 20
Iss: 2, pp.87 97
[4] On the Design of Multiplayer
Online Video Game Systems, Chia-