A Measurement Study regarding Quality of Service and its Impact on Multiplayer Online Games

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Authors

View graph of relations

Details

Original languageEnglish
Title of host publication2010 9th Annual Workshop on Network and Systems Support for Games
Subtitle of host publicationNetGames 2010
Publication statusPublished - 2010
Event2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010 - Taipei, Taiwan
Duration: 16 Nov 201017 Nov 2010

Publication series

Name2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010

Abstract

In this paper we study the impact of network parameters including delay, delay jitter, and packet loss on the outcome of multiplayer online games. We use a measurement methodology that allows for automating game experiments using an artificial intelligence that runs on the game clients and eliminates the need for human interaction. Thus, we were able to perform thousands of experiments with different network configurations to investigate their influence on the game outcome systematically. Complementary to previous studies, we provide a solid data basis for statistical analysis. We derive probabilistic models that allow for calculating score and win probabilities and verify their accuracy using our measurements. As a result we are able to predict the outcome statistics of an ideal game with respect to network conditions.

ASJC Scopus subject areas

Cite this

A Measurement Study regarding Quality of Service and its Impact on Multiplayer Online Games. / Bredel, Michael; Fidler, Markus.
2010 9th Annual Workshop on Network and Systems Support for Games: NetGames 2010. 2010. 5679537 (2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010).

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Bredel, M & Fidler, M 2010, A Measurement Study regarding Quality of Service and its Impact on Multiplayer Online Games. in 2010 9th Annual Workshop on Network and Systems Support for Games: NetGames 2010., 5679537, 2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010, 2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010, Taipei, Taiwan, 16 Nov 2010. https://doi.org/10.1109/NETGAMES.2010.5679537
Bredel, M., & Fidler, M. (2010). A Measurement Study regarding Quality of Service and its Impact on Multiplayer Online Games. In 2010 9th Annual Workshop on Network and Systems Support for Games: NetGames 2010 Article 5679537 (2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010). https://doi.org/10.1109/NETGAMES.2010.5679537
Bredel M, Fidler M. A Measurement Study regarding Quality of Service and its Impact on Multiplayer Online Games. In 2010 9th Annual Workshop on Network and Systems Support for Games: NetGames 2010. 2010. 5679537. (2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010). doi: 10.1109/NETGAMES.2010.5679537
Bredel, Michael ; Fidler, Markus. / A Measurement Study regarding Quality of Service and its Impact on Multiplayer Online Games. 2010 9th Annual Workshop on Network and Systems Support for Games: NetGames 2010. 2010. (2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010).
Download
@inproceedings{84c5bf8c31294261a772b2dc66b8f9d7,
title = "A Measurement Study regarding Quality of Service and its Impact on Multiplayer Online Games",
abstract = "In this paper we study the impact of network parameters including delay, delay jitter, and packet loss on the outcome of multiplayer online games. We use a measurement methodology that allows for automating game experiments using an artificial intelligence that runs on the game clients and eliminates the need for human interaction. Thus, we were able to perform thousands of experiments with different network configurations to investigate their influence on the game outcome systematically. Complementary to previous studies, we provide a solid data basis for statistical analysis. We derive probabilistic models that allow for calculating score and win probabilities and verify their accuracy using our measurements. As a result we are able to predict the outcome statistics of an ideal game with respect to network conditions.",
author = "Michael Bredel and Markus Fidler",
year = "2010",
doi = "10.1109/NETGAMES.2010.5679537",
language = "English",
isbn = "9781424483556",
series = "2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010",
booktitle = "2010 9th Annual Workshop on Network and Systems Support for Games",
note = "2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010 ; Conference date: 16-11-2010 Through 17-11-2010",

}

Download

TY - GEN

T1 - A Measurement Study regarding Quality of Service and its Impact on Multiplayer Online Games

AU - Bredel, Michael

AU - Fidler, Markus

PY - 2010

Y1 - 2010

N2 - In this paper we study the impact of network parameters including delay, delay jitter, and packet loss on the outcome of multiplayer online games. We use a measurement methodology that allows for automating game experiments using an artificial intelligence that runs on the game clients and eliminates the need for human interaction. Thus, we were able to perform thousands of experiments with different network configurations to investigate their influence on the game outcome systematically. Complementary to previous studies, we provide a solid data basis for statistical analysis. We derive probabilistic models that allow for calculating score and win probabilities and verify their accuracy using our measurements. As a result we are able to predict the outcome statistics of an ideal game with respect to network conditions.

AB - In this paper we study the impact of network parameters including delay, delay jitter, and packet loss on the outcome of multiplayer online games. We use a measurement methodology that allows for automating game experiments using an artificial intelligence that runs on the game clients and eliminates the need for human interaction. Thus, we were able to perform thousands of experiments with different network configurations to investigate their influence on the game outcome systematically. Complementary to previous studies, we provide a solid data basis for statistical analysis. We derive probabilistic models that allow for calculating score and win probabilities and verify their accuracy using our measurements. As a result we are able to predict the outcome statistics of an ideal game with respect to network conditions.

UR - http://www.scopus.com/inward/record.url?scp=79251581927&partnerID=8YFLogxK

U2 - 10.1109/NETGAMES.2010.5679537

DO - 10.1109/NETGAMES.2010.5679537

M3 - Conference contribution

AN - SCOPUS:79251581927

SN - 9781424483556

T3 - 2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010

BT - 2010 9th Annual Workshop on Network and Systems Support for Games

T2 - 2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010

Y2 - 16 November 2010 through 17 November 2010

ER -

By the same author(s)