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Kuan-Ta Chen
Institute of Information ScienceAcademia Sinica
Games on Demand:Are We There Yet?
Academia Sinica
31 research institutes in 3 major divisions 1) mathematics, physics, and applied sciences; 2) life sciences; 3) humanities and social sciences.
1000 tenure-tracked researchers
5,000 research associates and technicians
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 3
Institute of Information Science
Members40 Principal Investigators40 post-doctoral researchers300 technicians and RAs
Research Areas
•Bioinformatics •Network System and Service
•Data Management and Information Discovery •Multimedia Technologies
•Natural Language and Knowledge Processing •Computer System
•Programming Languages and Formal Methods •Computation Theory and Algorithms
Multimedia Networking and Systems Lab
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 4
Multimedia Networking and Systems Lab
Research AreasMultimedia Systems
Quality of Experience Management
Computational Social Science
http://mmnet.iis.sinica.edu.tw
Area 1: Multimedia Systems
5
Area 2: Quality of Experience
Using physiological measurements to predict the market performance of online games
6
[1] Jing-Kai Lou, Kuan-Ta Chen, Hwai-Jung Hsu, and Chin-Laung Lei, Forecasting Online Game Addictiveness, IEEE/ACM NetGames 2012.
Area 3: Computation Social Science
“The emerging intersection of the social and computational sciences, an intersection that includes analysis of web-scale observational data, virtual lab–style experiments, and computational modeling” [1].
[1] Duncan J. Watts, Computational Social Science Exciting Progress and Future Directions, Frontiers of Engineering, Winter 2013.
Area 3: CSS (cont.)
Area 3: CSS (cont.)
Help people reduce weight by providing visual incentives
lost 5 kg lost 4 kg
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 10
GAMES ON DEMAND
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 11
Tough Life of Gamers
Games are becoming way too complexThe overhead of setting up a game is significantOften locked on a specific computer
Games may not be incompatible with some software/hardwareComputer hardware constantlydemands upgrading
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 12
On-demand services
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 13
Games on Demand: Approaches
Painless game installation
e.g., on Xbox 360
Cloud gamingCloud-supported instantgame play
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 14
Cloud Gaming: File Streaming
Instant game play supported by a minimal, playable code base (~ 5%)
Progressive downloading of game code and data during game play
3D mesh streaming can be seen a special instance
(Figure courtesy of Wei Tsang Ooi from “Scalable View-Dependent Progressive Mesh Streaming”)
Cloud Gaming: Video Streaming
Video-based remote desktop specialized for Games running in cloudHigh-definition real-time game play
Game servers
Internet
Streaming
Streaming
StreamingPC
Laptop
Mobile
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 16
The Selling Points
Gamers’ perspectivesFrees gamers from indefinitely upgrading their computersEnables gamers to play games anywhere, anytime
Game manufacturers’ perspectivesAllows developers to support more platformsReduces the production costPrevents pirating
Cloud gaming is expected to lead the future growth of computer games: 9 times in 6 years
Cloud Gaming is Hot
[CGR] http://www.cgconfusa.com/report/documents/Content-5minCloudGamingReportHighlights.pdf
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 18
Challenges
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 20
Challenge #1
Unavoidable extra delaysVideo encoding at the serverVideo decoding and playout buffering at the client
Less opportunities for delay compensationGame states (e.g., game objects’ positions and velocity) sare not available at the client side
A Comparison with “Traditional” Online Games
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 21
Challenge #1 (cont.)
OnLive dictates a server rendering/processing latency of nearly 100 ms, and partially copes with it by setting up 7data centers merely in North America
Only people who live in 1000 mile radius from a data center are encouraged to playSimilarly, Sony/Gaikai has 8 data centers in NA
(Figure courtesy of Mark Claypool from “Latency and Player Actions in Online Games)
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 22
Challenge #2
For a regular x264 zerolatency implementation, 3--5 Mbps is required for a quality 720p cloud gaming session (on desktop / TV)
Playout buffering is commonly used to absorb packet delivery disorders (loss, re-orders) not applied here as short latency is critical
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 23
Challenge #3
Investing thousands of cloud servers was partly the reason for OnLive’s bankruptcy in 2012.
GPU virtualization is getting more mature, but the degree of multiplexity is still around 10—20
i.e., to support 10000 current users, 500—1000 servers are required
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 24
Challenge #3 (cont.)
The state of the practice
OnLive Sony NVIDIA ODM
Specification 2 MB in 2U 4 PS4 MB in 1U 2U with 6 Graphic cards 2 MB in 1U # GPU 2 4 12 8GPU/U 1 4 6 8
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 25
Outline
An Open-Source Cloud Gaming Testbed
Quantifying the Susceptibility of Games to Latency
Quantifying User Satisfaction in Mobile Cloud Games
QoE-aware Auto-Reconfiguration
Placing Virtual Machines to Optimize Cloud Games
Future Perspectives
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 26
An Open-Source Implementation
Researchers have tons of ideas to improve cloud gaming services, but all existing cloud gaming systems are proprietary and closed
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 29
System Architecture
The client and the server, with many componentsImplement by leveraging open-source packages
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 30
Process Video Frames in Parallel
Suppose the targeted inter-frame delay is ∆tThe response delay may greater than ∆t
frame capture + color space conversion + encoding
It could degrade encoding bitrateProcess in parallel
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 31
Video Playout Buffering
The 1-frame buffering strategyBased on the RTP marker bitAn H.264 frame can be split into different numbers of packetsThe marker bit (with a value of 1) indicates the last packet of a frame
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 32
GA Has Lower Response Delay
Low response delay * network delay has been excluded forFAIR comparisons
GA Provides (Relatively) Better Video Quality
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 34
http://gaminganywhere.org/
56k+ visitors, 100k+ downloads since April 2013
Visitor Distribution
Geo-distribution
/ Day
July2015
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 36
Outline
An Open-Source Cloud Gaming Testbed
Quantifying the Susceptibility of Games to Latency
Quantifying User Satisfaction in Mobile Cloud Games
QoE-aware Auto-Reconfiguration
Placing Virtual Machines to Optimize Cloud Games
Future Perspectives
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 37
The Question
Are games equally susceptible to
latency?
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 38
Definition
Real-time strictness (RS)The degree a game’s QoE degrades when the latency is higher
Cloud-gaming friendlinessA cloud game’s susceptibility to latency in terms of its QoE
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 39
Selected Games
ACTLEGO Batman (Batman)Devil May Cry (DMC)Sangoku Musou 5 (Dynasty Warriors 6) (SM5)
FPSCall of Duty: World at War (COD)F.E.A.R 2 (FEAR)Unreal Tournament 3 (Unreal)
RPGYs Origin (Ys)Loki: Heroes of Mythology (Loki)Torchlight (Torch)
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 40
Facial EMG approach
1. Continuous emotion measures (can be at a rate of 1000 Hz or even higher)
2. Does not disturb game play
3. Objective since the emotional indicators are directly measured rather than told by subjects
(EMG: Electromyography)
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 41
Facial EMG Measurement Setup
The corrugator supercilii muscle
Negative emotions
The amount of annoyance caused by latency
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 42
Measurement devices
PowerLab 16/30
Electrodes
Wires
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 43
During game play…
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 45
Trace Summary
Subjects
Trace
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 46
Overall EMG potentials
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 47
EMG Potentials for each game
1. Diverse baseline EMG potentials for each game2. The increasing rates of EMG potential are game-dependent as
well
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 48
Deriving real-time strictness (RS)
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 49
RS of the studied games
In general, FPS > RPG > ACT in terms of RSGame pace↑, RS↑, latency-critical↑
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 50
Our conjecture
How a game responds to players’ commands is associated with its real-time strictness
If its commands are “lightweight”Simple, fast, local moves Timing is important higher RS
If its commands are “heavy”Associated with long and large amounts of animationsTiming is not critical lower RS
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 51
Illustrations for “light” commandshttps://www.youtube.com/watch?v=ycYDDBKrv4I
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 52
Illustrations for “heavy” commandshttps://www.youtube.com/watch?v=GGm1YNJNWbo
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 53
RS prediction
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 54
Application #1: Balance games’ QoE degradation due to latency
ScenarioN users are playing different games at the same timeUsers experience different latencies and games have different RS Each player experiences different levels of QoE degradation
UsageUse the model to infer which players are having a worse gaming experience than othersPrioritize the server’s resources, such as CPU and GPU, to reduce those players’ latencies and thereby mitigate QoE degradation they would otherwise experience
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 55
Application #2: Co-optimizing data center cost and gaming experience
ScenarioN data centers, each has distinct operation cost (electricity and labor)Whenever a user signs in, we need to assign a data center to him for real-time game playQuestion: Which data center should we assign to the player?
UsageUse the model to predict users’ QoE in all the cases and choose the data center which provide a “just good enough” gaming experience
Data center A: Lower cost, longer delay
Data center B: Higher cost, shorter delay
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 56
Outline
An Open-Source Cloud Gaming Testbed
Quantifying the Susceptibility of Games to Latency
Quantifying User Satisfaction in Mobile Cloud Games
QoE-aware Auto-Reconfiguration
Placing Virtual Machines to Optimize Cloud Games
Future Perspectives
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 57
Mobile games are !in 2011, 59% smartphone users played mobile games [1]by 2016, mobile game market will grow to 16 billion USD [2]
Mobile games are less visually appealing, because of the limitations on
CPU/GPU powermemory space/speedbattery capacity
Possible solution: mobile cloud gaming
Mobile Games
[1] http://www.infosolutionsgroup.com/popcapmobile2012.pdf[2] https://www.abiresearch.com/research/product/1006313-mobile-gaming
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 59
Testbed for User Studies
Nintendo 64 Limbo
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 61
Questions
Is mobile cloud gaming energy efficient?
How to tune video parameters in an energy-conserving way?
What components are energy-hungry?
Mobile gaming experience comparable to PC?
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 62
Cloud gaming is energy efficient
Independent of game genres Energy saving (50% in CPU and 30% in energy)
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 63
Energy consumptionsImpact of tunable parameters
Frame rate > Bit rate > Resolution
3G consumes 30%--45% more energy than WiFiInput event processing incurs non-trivial energy consumption
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 64
Comparison on Gaming ExperiencePCs have many
physical keys Implementations are
efficientReally? Mobile is
better?
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 65
Why Mobile Performs Better in Graphics?
First, subjects may have lower expectation on graphics of mobile devicesSecond, smaller screen sizes make graphics imperfection less noticeable
Observation: The satisfaction levelsare based on observed flaws thanabsolute quality!
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 66
Outline
An Open-Source Cloud Gaming Testbed
Quantifying the Susceptibility of Games to Latency
Quantifying User Satisfaction in Mobile Cloud Games
QoE-aware Auto-Reconfiguration
Placing Virtual Machines to Optimize Cloud Games
Future Perspectives
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 67
The need for auto reconfigurationThe provided QoE is normally poor when our video packets experience loss events
We will have to voluntarily reduce bandwidth usage when network is (temporarily) overloaded
Due to network dynamics, the provisioning of network bandwidth may vary in sub-seconds
An automatic reconfiguration mechanism is required that can respond to changes in run time
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 68
Our Goal
Assuming N users playing different games
A mechanism to select the best (bitrate, frame rate) configuration for each user given the current game he/she is playing
Two explicit objectivesMaximize the average gaming experience (i.e., utilitarian)Maximize the worst gaming experience (i.e., fairness)
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 69
Crowdsourced user study
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 70
QoE vs. QoS factors
Our intuitionsBitrate , frame rate graphics quality Frame rate interactivity
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 71
Game Genre MattersAction Game
Car Racing Game
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 72
Many cloud gaming users share a bottleneck link to a data center
Maximize average MOS by choosing bitrate and frame rate for each user
Problem Formulation
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 73
The proposed system
A passive bandwidth estimator for 802.11 networkA quadratic QoE model for each game
An approximate algorithm for solving the optimization problem efficiently
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 74
Achieved Performance(Efficiency = MOS score / bandwidth consumed)
(Running time in seconds)
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 75
Outline
An Open-Source Cloud Gaming Testbed
Quantifying the Susceptibility of Games to Latency
Quantifying User Satisfaction in Mobile Cloud Games
QoE-aware Auto-Reconfiguration
Placing Virtual Machines to Optimize Cloud Games
Future Perspectives
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 76
The Research Problem
Assuming each VM handles one game sessionConsolidating VMs in different ways results in different profits and gaming quality
For example, different data centers have different prices and offer different quality of service
Hence, we propose VM placement policies to maximize the profits or gamer QoE
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 77
Notations• Frame per Second: • Processing Delay: • Network Latency: • CPU Utilization:• GPU Utilization:• Hourly fee:• Operational Cost: • Memory of Server:• Uplink of Datacenter:
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 78
Problem Formulation: Provider Version
Objective Function: Maximize Profits
Constraint: QoE Degradation
Frame Per Second
Delay
Decision variable:
……
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 79
Quality-Driven Heuristic (QDH): Provider Version
Intuition: put as many VMs on a server as possibleCondition: Do not exceed the user-specified maximal tolerable QoE degradation
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 80
QDH’: Gamer Version
A similar formulation but here we minimize QoE degradation as possible
Objective function:
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 81
Our Testbed
Physical ServersCPU: i5 GPU: NVIDIA Quadro 6000Memory: 16GB
BrokerCPU: i7 3.2 GHzMemory: 16GB
ClientsCPU: i5Memory: 4 GB
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 82
Baseline AlgorithmLocation Based Placement (LBP) algorithmplaces each VM on a random game server that is not fully loaded and the data center geographically closest to the gamer
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 83
QDH Increases Profits
Save money (by shutting down more servers and relocating servers to a less expensive data center)
Always satisfy the specified QoE requirement
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 84
QDH’ Improves QoE
Outperforms LBP algo. by providing much higher QoE
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 85
Both Algorithms Run in Real Time
Both algorithms terminate in < 2.5 sec on a commodity PC even for large services with 20,000 servers and40,000 gamers
Outline
An Open-Source Cloud Gaming Testbed
Quantifying the Susceptibility of Games to Latency
Quantifying User Satisfaction in Mobile Cloud Games
QoE-aware Auto-Reconfiguration
Placing Virtual Machines to Optimize Cloud Games
Are We There Yet?
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 88
Technical Reasons
Technical Reason #1
Explore possible next states Render possible frames and send to userUser chooses one based on inputManage to hide latency up to 384 ms at the cost of 4.5x higher bandwidth (and extra computation/rendering cost)
[1] Chu, K. L. D., Cuervo, E., Kopf, J., Grizan, S., Wolman, A., & Flinn, J. Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Cloud Gaming, ACM MobiSys 2015.
Pre-render future frames seems possible
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 90
Technical Reason #2
Objects that are far away or near peripheral vision can be coded with fewer bitsLeads to ~50% bit rate reduction with 4.75% MOS reduction
[1] Ahmadi, H., Khoshnood, S., Hashemi, M. R., & Shirmohammadi, S., Efficient bitrate reduction using a Game Attention Model in cloud gaming. In IEEE HAVE 2013.
Game info (e.g., camera and object positions) can be used to better encode
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 91
Technical Reason #3
GPU virtualization is getting more matureNVIDIA and AMD design specialized GPUs and drivers for cloud gamingCloud-gaming-friendly game engines would further boost the scalability (by planned GPU & VRAM sharing, etc)
Degree of multiplexity keeps increasing
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 92
Marketing Reasons
As a complement, rather than a replacement solutionE.g., Playstation Now uses cloud gaming to provide backward compatibility and cross-platform support
As a playable adStartups such as mNectar, Agawi, Voxel, provide playable ad services (mainly for mobile apps)
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 93
Marketing Reasons (cont.)
B2B2C business modele.g., G-cluster Global provide turnkey solutions to telecom operators around the world
to solution providers: almost risk-free and more scalableto local service providers: low-cost investment as they can use existing infrastructuresSeems a sustainable model which is key to success
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 94
Game IntegrationVideo CodecVirtualizationUser Interface
QoE Measurement and ModelingServer SelectionParameter AdaptationResource Scheduling
[1] Kuan-Ta Chen, Chung-Ying Huang, and Cheng-Hsin Hsu, "Cloud Gaming Onward: Research Opportunities and Outlook," Proceedings of IEEE C-Game 2014, July 2014.
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 95
Conclusion
Cloud gaming shares similar fundamental problems with many interesting applications
ScreencastingMobile smart lensTele medicineImmersive remote communications
Thus, cloud gaming seems a rewarding entrance to fundamental multimedia system challenges!
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 96
My special thanks to…
GamingAnywhere team
Dr. Chun-Ying Huang Dr. Cheng-Hsin Hsu Chih-Fang Hsu
Hua-Jun Hong Ching-Ling Fang Tsung-Han Tsai
Games on Demand / Sheng-Wei “Kuan-Ta” Chen 97
Kuan-Ta ChenAcademia Sinica
cloud gaming rocks!
Thank You!
http://www.iis.sinica.edu.tw/~swc