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On the 802.11 Turbulence of Nintendo DS and Sony PSP Handheld Network Games

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Title: On the 802.11 Turbulence of Nintendo DS and Sony PSP Handheld Network Games


1
On the 802.11 Turbulence of Nintendo DS and Sony
PSP Hand-held Network Games
  • Research Seminar Course
  • Polyxeni Kleniati
  • Department of Computing
  • Imperial College London
  • Monday, 27 February 2006

2
About the Author
  • Mark Claypool
  • Associate Professor, CS Department, Worcester
    Polytechnic Institute
  • Director, WPI s Interactive Media and Game
    Development undergraduate degree

3
About the Author
  • Research Methodology
  • Observe, Hypothesize, Design, Experiment,
    Analyze, Report
  • "The fundamental principle of science, the
    definition almost, is this the sole test of the
    validity of any idea is experiment." -- Richard
    P. Feynman
  • Research Interests
  • Distributed Systems, Multimedia, Performance
    Analysis, Collaborative Filtering, Perceptual
    Quality, Wireless Network and Network Games
  • Publications
  • Journals (9), Conferences (51), Books (2),
    Demos, Posters, Technical Reports and so on
  • January 2006, his paper The Effects of Frame
    Rate and Resolution on Users Playing First Person
    Shooter Games, presented in Proceedings of
    ACM/SPIE Multimedia Computing and Networking
    (MMCN), won the best paper award

4
About the Presenter
  • Polyxeni Margarita Kleniati
  • 1st year PhD student
  • Supervisor Professor Berç Rustem
  • Group High Performance Computing (HPC)
  • Research Area Computational Management Science
    (CMS)
  • The research of our group is focused on decision
    making under uncertainty, with applications to
    finance, scheduling, worst-case analysis and
    chemical engineering
  • My Topic Semidefinite Programming and Global
    Optimization of Polynomials Using Higher Order
    Moments

5
About the Paper
  • Presented in Proceedings of the 4th ACM SIGCOM
    workshop on Network and System Support For Games
  • Session Game Traffic Characterization
  • Year of Publication 2005
  • Publisher ACM Press, New York, USA
  • Best Paper award!

6
Outline
  • Introduction
  • Motivation Objective of the paper
  • B.I. on IEEE 802.11, Nintendo DS Sony PSP
  • Methodology
  • Games Selected
  • Wireless Framework, Gameplay Sniffing
  • Experimental Setup
  • Results
  • Game Phases

7
Outline
  • Results
  • Turbulence
  • Nintendo DS vs. Sony PSP (bitrates)
  • Frame Sizes (CDFs)
  • Inter Frame Times (CDFs)
  • Wireless Connection Quality
  • Impact on TCP throughput
  • Conclusions
  • Discussion

8
Motivation
  • Recently, the computer game industry has seen a
    substantial growth
  • Computer game sales in US comparable with
    Hollywood box office
  • Increase in residential broadband Internet
    connections with high capacities
  • Hand-held gaming consoles were primarily
    single-player until 2004
  • Spring 2005, Sony PSP and Nintendo DS released
    and support multi-player gameplay, using IEEE
    802.11 (WLAN)

9
Motivation
  • This is significant for many reasons
  • More more home users access the internet via a
    WLAN
  • Growth in WLAN increases the likelihood that
    concurrent hosts compete on the same channels
  • The traffic generated by one host on a WLAN can
    degrade the performance of other hosts on the
    WLAN
  • Essential to know the network load caused by
    hand-held game traffic
  • Little research has been done on hand-helds using
    802.11 protocol

10
Objective
  • This paper examines the network characteristics
    for a variety of network games on the Nintendo DS
    and the Sony PSP
  • The author uses the terminology turbulence to
    denote the network characteristics
  • size and frequency of data sent
  • overall bitrate

11
Objective Questions
  • What is the network turbulence for hand-held
    network games?
  • Does the network turbulence differ between PSP
    and DS?
  • Does the network turbulence differ among
    different games on the same hand-held?
  • Does the network turbulence for hand-held games
    differ from PC games?
  • Does hand-held game traffic affect the Internet
    traffic on the same wireless channel?

12
IEEE 802.11
  • IEEE 802.11 denotes a set of Wireless LAN/WLAN
    standards developed by working group 11 of the
    IEEE LAN/MAN Standards Committee (IEEE 802)
  • The term IEEE 802.11 is also used to refer to the
    original 802.11, which is also called 802.11
    legacy
  • The 802.11 family currently includes six
    modulation techniques that all use the same
    protocol
  • The most popular techniques are those defined by
    the b, a and g amendments to the original
    standard
  • The information is taken from Wikipedia, the
    free on-line encyclopedia.

13
IEEE 802.11 Protocols
  • 802.11 legacy The original version of the
    standard IEEE 802.11 released in 1997 specifies
    two raw data rates of 1 Mbits/s and 2 Mbits/s to
    be transmitted in the Industrial Scientific
    Medical frequency band at 2.4 GHz
  • The original standard also defines Carrier Sense
    Multiple Access with Collision Avoidance
    (CSMA/CA) as the media access method
  • Legacy 802.11 was rapidly supplemented by
    802.11b. Widespread adoption of 802.11 networks
    only occurred after 802.11b was approved and as a
    result few networks run on the 802.11 standard

14
IEEE 802.11 Protocols
  • 802.11b The 802.11b amendment to the original
    standard was approved in 1999. 802.11b has a
    maximum raw data rate of 11 Mbits/s and uses the
    same CSMA/CA media access method defined in the
    original standard. Due to the CSMA/CA protocol
    overhead, in practice the maximum 802.11b
    throughput that an application can achieve is
    about 5.9 Mbit/s over TCP and 7.1 Mbit/s over UDP
  • 802.11b is usually used in a point-to-multipoint
    configuration, wherein an access point
    communicates via an omni-directional antenna with
    one or more clients that are located in a
    coverage area around the access point
  • 802.11b cards can operate at 11 Mbit/s but will
    scale back to 5.5, then 2, then 1 Mbit/s
    (Adaptive Rate Selection), if signal quality
    becomes an issue. Since the lower data rates use
    less complex methods of enconding the data, they
    are less susceptible to corruption due to
    interference and signal degradation

15
Nintendo DS
  • System
  • Resolution 256192 pixels, 260k colours
  • Dual ARM processors
  • ARM 9 at 67 MHz
  • ARM 7 at 33 MHz
  • 4 Mbytes RAM
  • Touch-pad
  • Network
  • WLAN is IEEE 802.11b
  • Short preamble
  • Wireless capacities of 1 Mbps or 2 Mbps
  • Ad hoc mode
  • No IP stack (UDP/TCP)

16
Sony PSP
  • System
  • Resolution 480272 pixels, 24-bit colour
  • Dual MIPS R4000 processors at 333 MHz
  • 32 Mbytes RAM
  • Analog joystick
  • Network
  • WLAN is IEEE 802.11b
  • 1, 2, 5.5, 11 Mbps
  • Ad hoc mode and infrastructure mode
  • IP stack

17
Games Selected
18
Wireless Framework
  • First floor of wooden house
  • Used 2 Sony PSP and 2 Nintendo DS close to each
    other (10 feet), except when deliberately taken
    further apart
  • Sniffing via Ethereal (v0.10.3) on laptop
  • 3 APs were visible by the sniffer, but no
    additional traffic apart from the beacons
  • Games on WLAN channels 1, 6, 11

19
Gameplay Sniffing
  • Sniffer able to capture the entire frame (MAC
    headers, extra physical/MAC layer information)
  • Each game was played first in single player mode
  • Then, two-player version of each game
  • 3 runs, gather all data
  • For two games, 3 wireless locations (Bad, Good,
    Excellent)
  • For one game, bulk download on PC

20
Experimental Setup
Dell Inspiron 8600 Netgear WG511 802.11 b/g with
Intersil s PRISM GT chipset
21
Game Phases
  • Setup
  • Minimal network traffic
  • Synchronization
  • High bitrates
  • Play
  • Moderate bitrates
  • Transition
  • Low bitrates

22
Game Phases
23
Nintendo DS vs. Sony PSP
24
Nintendo DS vs. Sony PSP
25
Frame Sizes Cumulative Distribution Functions
Nintendo DS
Sony PSP
26
Inter Frame Times Cumulative Distribution
Functions
Nintendo DS
Sony PSP
27
Wireless Connection Quality
28
Impact on TCP throughput
29
Conclusions
  • What is the network turbulence for hand-held
    network games?
  • Frequent sends of small frames of data
  • Typical hand-held frame sizes are less than 100
    bytes
  • Typical inter frame times are less than 20 msecs
    (excluding ACKs)
  • Does the network turbulence differ between PSP
    and DS?
  • DS games send smaller frames that the PSP games
  • Some PSP games send mostly broadcast traffic,
    while all DS games studied use direct addressing

30
Conclusions
  • Does the network turbulence differ among
    different games on the same hand-held?
  • Games on the Nintendo DS have network turbulence
    similar to each other
  • Games on the Sony PSP vary considerably in
    bitrate, frame size, frame frequency, and
    fraction of broadcast traffic
  • Does the network turbulence for hand-held games
    differ from PC games?
  • Data frames sent by hand-helds are comparable in
    size to those of PC or console games
  • Hand-helds send data more frequently, resulting
    in bitrates that are higher overall than typical
    PC or console games

31
Conclusions
  • Does hand-held game traffic affect the Internet
    traffic on the same wireless channel?
  • Some game phases may have adverse affects on
    throughput for Internet applications sharing the
    same 802.11 wireless channel

32
Additional Conclusions
  • Some Sony PSP games primarily use 802.11
    broadcast as a means of communicating between the
    hand-helds
  • Implications on other wireless devices that share
    the same channel
  • Under poor connection quality, the Nintendo DS
    game studied sends data at higher bitrates
  • Sony PSP game studied increases bitrates slightly
    and has difficulty staying connected

33
Discussion
  • Is research on games legitimate? (In my opinion,
    it is!)
  • The ultimate goal is to improve games, or to
    improve protocols, so improving games?
  • What is the real meaning/importance of the
    influence of games on internet traffic?
  • Is there any room for doubt about protocol
    802.11b being really supported in both games?

34
The End.Any Questions?
  • Thank you.
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