Enabling Adaptive Cloud Gaming in an Open-Source Cloud Gaming Platform

We study the problem of optimally adapting ongoing cloud gaming sessions to maximize the gamer experience in dynamic environments. The considered problem is quite challenging because: 1) gamer experience is subjective and hard to quantify; 2) the existing open-source cloud gaming platform does not support dynamic reconfigurations of video codecs; and 3) the resource allocation among concurrent gamers leaves a huge room to optimize. We rigorously address these three challenges by: 1) conducting a crowdsourced user study over the live Internet for an empirical gaming experience model; 2) enhancing the cloud gaming platform to support frame rate and bitrate adaptation on-the-fly; and 3) proposing optimal yet efficient algorithms to maximize the overall gaming experience or ensure the fairness among gamers. We conduct extensive trace-driven simulations to demonstrate the merits of our algorithms and implementation. Our simulation results show that the proposed efficient algorithms: 1) outperform the baseline algorithms by up to 46% and 30%; 2) run fast and scale to large (≤8000 gamers) problems; and 3) achieve the user-specified optimization criteria, such as maximizing average gamer experience or maximizing the minimum gamer experience. The resulting cloud gaming platform can be leveraged by many researchers, developers, and gamers.

[1]  M. Gerla,et al.  CapProbe: a simple and accurate capacity estimation technique , 2004, SIGCOMM.

[2]  Cheng-Hsin Hsu,et al.  Quantifying User Satisfaction in Mobile Cloud Games , 2014, MoVid@MMSys.

[3]  Wentong Cai,et al.  QoS-Aware Revenue-Cost Optimization for Latency-Sensitive Services in IaaS Clouds , 2012, 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications.

[4]  Cheng-Hsin Hsu,et al.  To Cloud or Not to Cloud: Measuring the Performance of Mobile Gaming , 2015, MobiGames@MobiSys.

[5]  Cheng-Hsin Hsu,et al.  Cloud gaming onward: research opportunities and outlook , 2014, 2014 IEEE International Conference on Multimedia and Expo Workshops (ICMEW).

[6]  Sujit Dey,et al.  Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks , 2012, MOCO.

[7]  Reinhard Klein,et al.  Augmented Compression for Server-Side Rendering , 2008, VMV.

[8]  Cheng-Hsin Hsu,et al.  Using graphics rendering contexts to enhance the real-time video coding for mobile cloud gaming , 2011, ACM Multimedia.

[9]  Mario Gerla,et al.  CapProbe: a simple and accurate capacity estimation technique , 2004, SIGCOMM.

[10]  Kuan-Ta Chen,et al.  Is Server Consolidation Beneficial to MMORPG? A Case Study of World of Warcraft , 2010, 2010 IEEE 3rd International Conference on Cloud Computing.

[11]  Cheng-Hsin Hsu,et al.  GamingAnywhere: The first open source cloud gaming system , 2014, TOMCCAP.

[12]  Jian He,et al.  iCloudAccess: Cost-Effective Streaming of Video Games From the Cloud With Low Latency , 2014, IEEE Transactions on Circuits and Systems for Video Technology.

[13]  Sujit Dey,et al.  Rendering Adaptation to Address Communication and Computation Constraints in Cloud Mobile Gaming , 2010, 2010 IEEE Global Telecommunications Conference GLOBECOM 2010.

[14]  Wan-Chun Ma,et al.  Asynchronous rendering , 2010, I3D '10.

[15]  Han-I Su,et al.  Are all games equally cloud-gaming-friendly? An electromyographic approach , 2012, 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames).

[16]  Mark Claypool,et al.  Thin to win? Network performance analysis of the OnLive thin client game system , 2012, 2012 11th Annual Workshop on Network and Systems Support for Games (NetGames).

[17]  Hua-Jun Hong,et al.  GPU consolidation for cloud games: Are we there yet? , 2014, 2014 13th Annual Workshop on Network and Systems Support for Games.

[18]  Alessandro De Gloria,et al.  Platform for Distributed 3D Gaming , 2009, Int. J. Comput. Games Technol..

[19]  Shiwen Mao,et al.  A survey of mobile cloud computing for rich media applications , 2013, IEEE Wireless Communications.

[20]  José Muñiz,et al.  Effect of the Number of Response Categories on the Reliability and Validity of Rating Scales , 2008 .

[21]  Richard G. Baraniuk,et al.  pathChirp: Efficient available bandwidth estimation for network paths , 2003 .

[22]  Sujit Dey,et al.  Modeling and Characterizing User Experience in a Cloud Server Based Mobile Gaming Approach , 2009, GLOBECOM 2009 - 2009 IEEE Global Telecommunications Conference.

[23]  Zhao Wen-tao,et al.  Efficient available bandwidth estimation for network paths , 2008 .

[24]  Hua-Jun Hong,et al.  Placing Virtual Machines to Optimize Cloud Gaming Experience , 2015, IEEE Transactions on Cloud Computing.

[25]  Leif Arne Ronningen,et al.  Geelix LiveGames: Remote Playing of Video Games , 2009, 2009 6th IEEE Consumer Communications and Networking Conference.

[26]  Filip De Turck,et al.  A hybrid thin-client protocol for multimedia streaming and interactive gaming applications , 2006, NOSSDAV '06.

[27]  Wei Cai,et al.  Toward Gaming as a Service , 2014, IEEE Internet Computing.

[28]  Mark Claypool,et al.  WBest: A bandwidth estimation tool for IEEE 802.11 wireless networks , 2008, 2008 33rd IEEE Conference on Local Computer Networks (LCN).

[29]  Peter Eisert,et al.  Low delay streaming of computer graphics , 2008, 2008 15th IEEE International Conference on Image Processing.

[30]  Cristina Hava Muntean,et al.  Energy-aware Adaptive Multimedia for Game-based e-learning , 2014, 2014 IEEE International Symposium on Broadband Multimedia Systems and Broadcasting.

[31]  Yao Wang,et al.  Video Processing and Communications , 2001 .

[32]  Cheng-Hsin Hsu,et al.  On the Quality of Service of Cloud Gaming Systems , 2014, IEEE Transactions on Multimedia.