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4/15/2014 Introduction Aspects of Networking in Network growth, especially wireless, Multiplayer Computer Games making multiplayer computer games (MCGs) more popular Commercial computer games increasingly J. Smed, T. Kaukoranta and H.


  1. 4/15/2014 Introduction Aspects of Networking in • Network growth, especially wireless, Multiplayer Computer Games making multiplayer computer games (MCGs) more popular • Commercial computer games increasingly J. Smed, T. Kaukoranta and H. Hakonen having mutiplayer option • And not just PCs, but consoles, too ( PS4 , Xbox One, Wii… ) The Electronic Library Volume 20, Number 2, Pages 87-97 • Wireless-only devices, too (3d DS, PS Vita, 2002 Smart phones ) Shared Space Technologies Other VR Research Efforts (MCG’s) • Distributed Interactive Simulations (DIS) – Protocol (IEEE), architectures … – Ex: flight simulation – Large scale, spread out, many users • Distributed Virtual Environments (DVEs) – Immersive, technology oriented – Ex: “Caves” – Local, few users • Computer Supported Cooperative Work (CSCW) – Focus on collaboration – Ex: 3D editors • And MCGs are similar, yet not discussed in scientific literature � Hence, this paper seeks to rectify 1

  2. 4/15/2014 Outline Network Resources • Introduction (done) • Distributed simulations face three resource limitations • Networking Resources (next) – Network bandwidth • Distribution Concepts – Network latency • Scalability – Host processing power (to handle network aspects) • Security and Cheating • Physical restrictions that system cannot overcome • Conclusions – Must be considered in design of application (More on each, next) Network Bandwidth Network Bandwidth (Capacities) (Transmission Techniques) • Data sent/received per time • LAN – 10 Mbps to 10 Gbps – Limited size (hosts) and scope (distance) • WANs – 10s of kbps from modems, to 1-10 Mbps (broadband), to 55 Mbps (T3) and more – Potentially enormous (billions of hosts), Global (a) Unicast: one send and one receive • in scope (across continents and world) – Can waste bandwidth when path shared by several clients (c) Broadcast: one send and all receive • • Number of users, size and frequency of – Perhaps ok for LAN messages determines bitrate use – Can waste bandwidth when most nodes don’t need (b) Multicast: one send and only subscribed receive • As does transmission technique (next slide) • – Current Internet does not support – Multicast overlay networks (e.g., MBone or application layer mcast) 2

  3. 4/15/2014 Network Latency Computational Power • Processing to send/receive packets Delay when message sent until received • – Variation in delay (delay jitter) also matters • Most devices powerful enough for raw Cannot be totally eliminated • sending/receiving – e.g., speed of light propagation yields 25-30 ms across Atlantic – And with routing and queuing, usually 80+ ms – Can saturate LAN Application tolerances: • • Rather, application must process state in each – File download – minutes packet (e.g., receive packet, update game – Web page download – up to 10 seconds – Interactive audio – 100s of ms world) MCG latencies tolerance? � Depends upon game! • • Especially critical on resource-constrained – First-Person Shooters – about 100 ms – Third-Person Adventure – up to 500 ms devices – Real-Time Strategy – up to 1 second – e.g., hand-held console, cell phone, PDA, – And depends upon action within game! (topic for another paper) Outline Distribution Concepts • Cannot do much about above resource • Introduction (done) limitations • Networking Resources (done) • Should tackle problems at higher level • Distribution Concepts (next) • Choose architectures for • Scalability – Communication • Security and Cheating – Data • Conclusions – Control • Plus, compensatory techniques to relax requirements 3

  4. 4/15/2014 Communication Architectures Data and Control Architectures Split-screen All peers equal - Limited players -Easy to extend -Doesn’t scale (LAN • Want consistency only) – Same state on each node – Needs tightly coupled, low latency, small nodes • Want responsiveness – More computation locally to reduce network – Loosely coupled (asynchronous) Central server Server pool - Clients only to -Improved • In general, cannot do both � Tradeoffs server scalability -Server may be -More bottleneck complex Relay Architecture Choices “Relay” Architecture Abstraction (Example: Dumb terminal, send and wait for response) • Want control to propagate quickly so can update data ( responsiveness ) • Want to reflect same data on all nodes ( consistency ) (Example: Smart terminal, send and echo) 4

  5. 4/15/2014 MCG Architectures Compensatory Techniques • Centralized • Architectures alone not enough – Use only two-way relay (no short-circuit) • Design to compensate for residual – One node holds data so view is consistent at all times • Techniques: – Lacks responsiveness – Message aggregation • Distributed and Replicated – Allow short-circuit relay – Interest management – Replicated has copies, used when predictable (e.g., – Dead reckoning behavior of non-player characters) (next) – Distributed has local node only, used when unpredictable (e.g., behavior of players) Message Aggregation Interest Management – Auras (1 of 2) • Combine multiple messages in one packet to • Nodes express area of interest to them reduce network overhead – Do not get messages for outside areas • Examples: – Multiple user commands to server (move and - Only circle sent even if shoot) world is larger – Multiple users command to clients (player A’s and - But implementation player B’s actions combined to player C) complex (squares easier) 5

  6. 4/15/2014 Interest Management- Focus and Interest Management- Auras (2 of 2) Nimbus - Divide into cells (or hexes) - Compute bounding box - Easier, but less discriminating - Relatively easy, precise - Nimbus must intersect with focus to receive Always symmetric – both receive • - Example above: hider has smaller nimbus, so seeker – But can sub-divide – focus and nimbus cannot see, while hider can see seeker since seeker’s nimbus intersects hider’s focus Dead Reckoning Outline • Based on ocean navigation techniques (“dead” == “deduced (ded.)”) • Predict position based on last known position plus direction • Introduction (done) – Only send updates when deviates past threshold • Networking Resources (done) (predicted position) • Distribution Concepts (done) • Scalability (next) (“warp”) • Security and Cheating • Conclusions (actual position) • When prediction differs and adjust, get “warping” or “rubber-banding” effect – Some techniques move to place over short time 6

  7. 4/15/2014 Serial and Parallel Execution Scalability Given time T(1), speedup with n nodes • • Ability to adapt to resource changes • Part of T(1) must happen serially and part can be done in parallel • Example: T s + T p = T(1) and α = T s /(T s + T p ) – Expand to varying number of players • If serialized optimally: (Amdahls’ law) – Allocate non-player computation among nodes • Need hardware parallelism that supports software concurrency • If T s = 0, everything parallelizable but then no communication (ex: players at own console with no interaction) • If T p = 0, then turn based • Between are MCGs which have some of both Serial and Parallel MCGs Communication Capacity • Scalability limited by communication requirements of chosen architecture Separate games (Multicasting) Turn-based games • Can consider pool of m servers with n clients divided evenly amongst them Interactive • Servers in hierarchy have root as bottleneck games • In order not to increase with n , must have clients not aware of other clients (interest management) and do message aggregation 7

  8. 4/15/2014 Outline Security and Cheating • Introduction (done) • Unique to games – Other multi-person applications don’t have • Networking Resources (done) – In DIS, military not public and considered • Distribution Concepts (done) trustworthy • Scalability (done) • Cheaters want: • Security and Cheating (next) – Vandalism – create havoc (relatively few) • Conclusions – Dominance – gain advantage (more) Preventing Packet Tampering Packet and Traffic Tampering • Cheaters figure out by changing bytes and • Reflex augmentation - enhance cheater’s observing effects reactions – Prevent by MD5 checksums (fast, public) – e.g., aiming proxy monitors opponents movement packets, when cheater fires, improve aim • Still cheaters can: • Packet interception – prevent some packets from – Reverse engineer checksums reaching cheater – Attack with packet replay – e.g., suppress damage packets, so cheater is • So: invulnerable – Encrypt packets • Packet replay – repeat event over for added advantage – Add sequence numbers (or encoded sequence numbers) to prevent replay – e.g., multiple bullets or rockets if otherwise limited 8

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