skip to main content
10.1145/1143549.1143592acmconferencesArticle/Chapter ViewAbstractPublication PagesiwcmcConference Proceedingsconference-collections
Article

Performance enhancing proxy for interactive 3G network gaming

Published: 03 July 2006 Publication History

Abstract

Unlike non-time-critical applications like email and file transfer, network games demand timely data delivery to maintain the seemingly interactive presence of players in the virtual game world. Yet the inherently large transmission delay mean and variance of 3G cellular links make on-time game data delivery difficult. Further complicating the timely game data delivery problem is the frequent packet drops at these links due to inter-symbol interference, fading and shadowing at the physical layer. In this paper, we propose a proxy architecture that enhances the timeliness and reliability of data delivery of interactive games over 3G wireless networks. In particular, a performance enhancing proxy is designed to optimize a new time-critical data type—variable-deadline data, where the utility of a datum is inversely proportional to the time required to deliver it. We show how a carefully designed and configured proxy can noticeably improve the delivery of network game data.

References

[1]
Universal Mobile Telecommunications System (UMTS); Radio Link Control (RLC) protocol specification (3GPP TS.25.322 version 5.12.0 Release 5). http://www.3gpp.org/ftp/Specs/archive/25 series/25.322/25322-5c0.zip, September 2005.]]
[2]
S. Aggarwal, H. Banavar, and A. Khandelwal. Accuracy in dead-reckoning based distributed multi-player games. In ACM SIGCOMM NetGames, Portland, OR, August 2004.]]
[3]
A. Akkawi, S. Schaller, O. Wellnitz, and L. Wolf. A mobile gaming platform for the IMS. In ACM SIGCOMM NetGames, Portland, OR, August 2004.]]
[4]
H. Balakrishnan, V. Padmanabhan, S. Seshan, and R. Katz. A comparison of mechanisms for improving TCP performance over wireless links. In IEEE/ACM Trans. Networking, volume 5, no.6, December 1997.]]
[5]
Q. Bi and S. Vitebsky. Performance analysis of 3G-1x EvDO high data rate system. In IEEE Wireless Communications and Networking Conference, Orlando, FL, March 2002.]]
[6]
M. Chen and A. Zakhor. AIO-TRFC: A light-weight rate control scheme for streaming over wireless. In IEEE WirelessCom, Maui, HI, June 2005.]]
[7]
G. Cheung, P. Sharma, and S. J. Lee. Striping delay-sensitive packets over multiple bursty wireless channels. In IEEE International Conference on Multimedia and Expo, Amsterdam, the Netherlands, July 2005.]]
[8]
G. Cheung and W. t. Tan. Streaming agent for wired network / wireless link rate-mismatch environment. In International Workshop on Multimedia Signal Processing, St. Thomas, Virgin Islands, December 2002.]]
[9]
G. Cheung, W. T. Tan, and T. Yoshimura. Double feedback streaming agent for real-time delivery of media over 3G wireless networks. In IEEE Transactions on Multimedia, volume 6, no.2, pages 304--314, April 2004.]]
[10]
S. P. et al. Game transport protocol: A reliable lightweight transport protocol for massively multiplayer on-line games (MMPOGs). In SPIE-ITCOM, Boston, MA, July 2002.]]
[11]
S. Floyd, M. Handley, J. Padhye, and J. Widmer. Equation-based congestion control for unicast applications. In ACM SIGCOMM, Stockholm, Sweden, August 2000.]]
[12]
P. Ghosh, K. Basu, and S. Das. A cross-layer design to improve quality of service in online multiplayer wireless gaming networks. In IEEE Broadnets, Boston, MA, October 2005.]]
[13]
L. Huang, U. Horn, F. Hartung, and M. Kampmann. Proxy-based TCP-friendly streaming over mobile networks. In IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks, Atlanta, GA, September 2002.]]
[14]
A. Leon-Garcia. Probability and Random Processes for Electrical Engineering. Addison Wesley, 1994.]]
[15]
M. Meyer, J. Sachs, and M. Holzke. Performance evaluation of a TCP proxy in WCDMA networks. In IEEE Wireless Communications, October 2003.]]
[16]
Nomor Research GmbH. WiSe2. http://www.nomor.de.]]
[17]
F. Yang, Q. Zhang, W. Zhu, and Y.-Q. Zhang. Bit allocation for scalable video streaming over mobile wireless internet. In IEEE Infocom, Hong Kong, March 2004.]]
[18]
T. Yoshimura, T. Ohya, T. Kawahara, and M. Etoh. Rate and robustness control with RTP monitoring agent for mobile multimedia streaming. In IEEE International Conference on Communication, New York, NY, April 2002.]]

Cited By

View all

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
IWCMC '06: Proceedings of the 2006 international conference on Wireless communications and mobile computing
July 2006
2006 pages
ISBN:1595933069
DOI:10.1145/1143549
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 July 2006

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. network gaming
  2. wireless networks

Qualifiers

  • Article

Conference

IWCMC06
Sponsor:

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)1
  • Downloads (Last 6 weeks)1
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2018)Reliable User Datagram Protocol as a Solution to Latencies in Network GamesElectronics10.3390/electronics71102957:11(295)Online publication date: 2-Nov-2018
  • (2011)Web Acceleration in Asymmetrical Mobile NetworkWireless Personal Communications: An International Journal10.1007/s11277-009-9892-z58:2(281-313)Online publication date: 1-May-2011
  • (2009)Reducing Web Latency in Mobile NetworkProceedings of the 2009 Eigth IEEE/ACIS International Conference on Computer and Information Science10.1109/ICIS.2009.84(829-833)Online publication date: 1-Jun-2009
  • (2008)Improving end-to-end quality-of-service in online multi-player wireless gaming networksComputer Communications10.1016/j.comcom.2008.02.02531:11(2685-2698)Online publication date: 1-Jul-2008

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media