peer-to-peer aoi voice chatting for massively multiplayer online games (p2p-nve 2007 workshop)...
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Peer-to-Peer AOI Voice Chatting for Massively Multiplayer Online Games
(P2P-NVE 2007 workshop)
Jehn-Ruey Jiang and Hung-Shiang Chen
Adaptive Computing and Networking LabDept. of CSIE, National Central University, Taiwan
Adaptive Computing and Networking Lab, CSIE, NCU
Communications in MMOGs
Massively Multiplayer Online Games (MMOGs) are growing rapidly World of Warcraft: 9 million subscribers 500,000 concurrent users
Players often type and read text instead of speaking and listening
Adaptive Computing and Networking Lab, CSIE, NCU
Player-initiated solutions
Teamspeak, Ventrilo, SkypeSet your own voice serverGroup chat for 5 (skype) to ~10 (teamspeak)
But…Need to set up own server (s)Support only limited, fixed user groupExplicit / preconfigured joining required
Adaptive Computing and Networking Lab, CSIE, NCU
A better scenario…
AOI voice chatting Each player listens and talks to all users within its AOI
(area of interest) More natural More realistic
Our proposal If neighbors are known Talk to them directly
Adaptive Computing and Networking Lab, CSIE, NCU
A simple approach
NimbusCast: MMOG system first provides a list of AOI neighbors individual voice packets for all AOI neighbors
Adaptive Computing and Networking Lab, CSIE, NCU
But… bandwidth overload occurs
Number of supportable users very limited 256 kbps / 16 kbps = 16 users (theoretical maximum)
Adaptive Computing and Networking Lab, CSIE, NCU
Human conversation model
Conversations are made of short bursts of voices Talkspurts: single talk & double talk Pauses: gaps in speech or mutual silence
A person only talks 40% of time Talking rate of a listener is 6%
[ITU-T, 2003]
Adaptive Computing and Networking Lab, CSIE, NCU
Our proposal
Observation: idle bandwidth can be used to forward voice packets, supporting more users
Under two goals: Reasonable delay [ITU-T P.59]
150~250ms (good) 400ms (tolerable)
No bandwidth overload:Voice bursts should not exceed bandwidth limit
Adaptive Computing and Networking Lab, CSIE, NCU
QuadCast
Quadrant-based Forwarding A list of AOI neighbors is first obtained from the MMOG system Voice packets sent to forwarding assistants (FAs) FAs then forwards to remaining AOI neighbors in each quadrant A recipient list is attached to the packet, and continuously divided
Adaptive Computing and Networking Lab, CSIE, NCU
Player clustering in MMOGs
In MMOG, players usually group at some hot-spots
End-to-end latency in some quadrants may be long
Adaptive Computing and Networking Lab, CSIE, NCU
SectorCast
Similar to QuadCast except in player grouping Players are grouped into four sectors with equal sizes
according to polar angles
Adaptive Computing and Networking Lab, CSIE, NCU
Packet aggregation
Different packets might be sent to the same target: Header sharing (HS) Voice mixing (VM)
Adaptive Computing and Networking Lab, CSIE, NCU
Evaluation
Simulation parameters 200 ~ 1000 nodes (in 200 increments, i.e. 8 ~ 40 AOI neighbors) 1000 x 1000 area AOI radius: 100
40% talking, 60% silent Random movement model (10 units / step) 1000 time-steps of 100ms intervals
40 bytes header 100 bytes voice 256 kbps upload
Adaptive Computing and Networking Lab, CSIE, NCU
Alternatives to recipient list
The recipient list incurs bandwidth overhead Trade communication with computation
Append just the ID of the current FA to next FA Next FA determines forwarding area based on
position & AOI of the speaking node
SectorCast requires begin & end angles as well
Adaptive Computing and Networking Lab, CSIE, NCU
Comparisons
Latency Drop rate Computation Scenarios
NimbusCast Low HighLow
(none)Low density
QuadCast High MediumMedium
(grouping)Uniform
SectorCast Medium LowHigh
(sorting)Clustering
Adaptive Computing and Networking Lab, CSIE, NCU
Conclusion
AOI voice chatting proposed for MMOGs
Idle bandwidth & human behavior exploited Lower dropping rate & bandwidth overloading QuadCast: suitable in uniform distributions SectorCast: suitable in clustered distributions
Usable with both client-server or P2P MMOGs