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Lightweight QoS-Support for Networked Mobile Gaming

Author(s): Marcel Busse, Bernd Lamparter, Martin Mauve, Wolfgang Effelsberg.
Title: Lightweight QoS-Support for Networked Mobile Gaming
Published: In Proc. of NetGames 2004, , pp. , , 2004
Keyword(s): Mobile Games, Quality of Service, Resource Reservation, Admission Control, Queuing Systems, Flow Aggregation
Abstract: In this paper we present an approach to provide QoS for networked mobile gaming. In order to examine the QoS requirements of mobile games we ported a simple real-time game called GAV (GPL Arcade Volleyball) to a PDA and performed several traffic measurements over both GPRS and UMTS networks. We show that due to high end-to-end delay and delay jitter, real-time games are not supported by GPRS. While UMTS improves both delay and jitter it still does not match the requirements of real-time games. The key reason for this problem is that overprovisioning, as it is used to allow real-time games in the Internet, is very expensive in mobile networks. At the same time QoS classes for mobile networks are not tailored to real-time games. In order to reduce delay and jitter for this application class, while still accounting for the very bursty nature of real-time game flows, we propose to use a combination of statistical multiplexing and QoS guarantees. The general idea is to aggregate multiple game flows and perform reservation for that aggregate. As a theoretical background we use a queuing system based model. Through simulation of a sample network with the traffic data generated by GAV we validate our assumptions and demonstrate the performance and characteristics of our approach.
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