Publikationen

Disclaimer:

IEEE Copyright Notice

This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder.

ACM Copyright Notice

These are the authors' versions of the work. The copyright is with ACM. They are posted here by permission of ACM for your personal use. Not for redistribution. See individual publication details for information on the publication of the definitive versions.

Springer-Verlag LNCS Copyright Notice

The copyright of these contributions has been transferred to Springer-Verlag Berlin Heidelberg New York. The copyright transfer covers the exclusive right to reproduce and distribute the contribution, including reprints, translations, photographic reproductions, microform, electronic form (offline, online), or any other reproductions of similar nature. Online available from Springer-Verlag LNCS series.

Work that appeared before the 1st of September 2003 was published while the authors were with the Lehrstuhl Praktische Informatik IV at the University of Mannheim.

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.
Note:
Bib entry: [XML] [BibTeX]
Download: [PDF][PS]
Verantwortlich für den Inhalt: E-Mail sendenWE Informatik