mickposter nuim

1

Click here to load reader

Upload: guest34c834

Post on 08-Jul-2015

126 views

Category:

Education


0 download

TRANSCRIPT

Page 1: Mickposter Nuim

IEEE 802.11 WLAN Capacity and Optimization forMultiplayer Network Games

Hanghang QiHamilton Institute, National University of

Ireland, Maynooth, [email protected]

David MaloneHamilton Institute, National University of

Ireland, Maynooth, [email protected]

Dmitri BotvichTSSG, Waterford Institute of Technology,

[email protected]

1 Problem define:network game within an WLAN

. . .

AP

CC C

S

λc λc λc

n

n(λc + λs)

nλs

Figure 1: How many players can play a good game within a 802.11WLAN?

2 Network games trafficWe did many experiments in our 4 PCs wireless game network testbed and gotthe game traffic in packet transmission level. The key characteristics are shownin Fig. 2

0 0.02 0.04 0.06 0.08 0.1 0.120

2000

4000

6000

8000

10000

12000

14000AtoS

interarrival time (s)

(a) Client to Server

0 0.02 0.04 0.06 0.08 0.1 0.120

50

100

150

200

250

300

350

400

450

500StoA

interarrival time (s)

(b) Server to Client

0 50 100 150 2000

500

1000

1500

2000

2500

3000

3500

4000

4500

5000AtoS

packet size (bytes)

(c) Client to Server

0 50 100 150 2000

100

200

300

400

500

600

700StoA

packet size (bytes)

(d) Server to Client

Figure 2: Quake 4 game traffic characteristics

3 802.11 network model and performanceIEEE 802.11 MAC DCF uses a CSMA/CA with exponential backoff schemewhich can be modelled with a 2-D Markov Chain.

... ... ... ...

... ... ... ...

0,0e 0,w0−1e1−q 1−q 1−q

0,1e 0,2e ...

0,0 0,w0−1

i−1,0

i,wi−1

0,1 0,2 ...1 1 1

1 1 1

1 1 1m,wm−1

i,0 i,1 i,2 ...

m,0 m,1 m,2 ...

...

1−p

1−p

1−p

1−p

q q q q

Figure 3: Markov chain model of 802.11 MAC

The Bianchi’s 2-D Markov chain model together with the traffic arrivalmodel are used to calculate the throughput, delay and jitter. Then Frank’s em-pirical mapping model is used to get Mean Opinion Score (MOS)from delayand jitter.

0 5 10 15 20 25 30 350

0.2

0.4

0.6

0.8

1

Number of stations

Thr

ough

put e

ffici

ency

stationsgame serverAP

(a) Throughput efficiency

0 5 10 15 20 25 30 350

0.002

0.004

0.006

0.008

0.01

0.012

0.014

Number of stations

Del

ay (

s)

stationsAPgame server

(b) Delay

0 5 10 15 20 25 30 350

0.005

0.01

0.015

0.02

0.025

0.03

0.035

0.04

Number of stationsJi

tter

(s)

stations

AP

game server

(c) Jitter

0 5 10 15 20 25 30 351.5

2

2.5

3

3.5

4

4.5

Number of stations

MO

S

DCF

(d) Mean Opinion Score

Figure 4: Performance of a basic 802.11 DCF network

4 AP and Server with larger TXOP nLarger TXOP, one of the 802.11e parameters, are given to AP and Server as nincreases (n is the number of clients; normal client’s TXOP is 1) to give APand Server larger transmission opportunity, the network performance can beimproved for the games.

0 5 10 15 20 25 30 350.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

Number of stations

Thr

ough

put e

ffici

ency

game serverstationsAP

(a) Throughput efficiency

0 5 10 15 20 25 30 350

0.005

0.01

0.015

0.02

Number of stations

Del

ay (

s)game serverstationsAP

(b) Delay

0 5 10 15 20 25 30 350

0.01

0.02

0.03

0.04

0.05

Number of stations

Jitte

r (s

)

game serverstationsAP

(c) Jitter

0 5 10 15 20 25 30 351.5

2

2.5

3

3.5

4

4.5

Number of stations

MO

S

TXOP

(d) MOS

Figure 5: AP and Server priority with TXOP

5 ConclusionsOur analytical model suggests that a basic DCF 802.11b WLAN can supportmaximum 10 players of Quake 4. By using 11e parameter TXOP to give APand Game Server higher priority to access the channel, the network perfor-mance can be improved to 15 players.

References[Bianchi, 2000] Bianchi, G. (2000). Performance analysis of the ieee 802.11

distributed coordination function.Selected Areas in Communications, IEEEJournal on, 18(3):535–547.

[Cricenti and Branch, 2007] Cricenti, A. and Branch, P. (2007). Arma(1,1)modeling of quake4 server to client game traffic. InNetGames ’07, NY,USA. ACM.

[Wattimena et al., 2006] Wattimena, A. F., Kooij, R. E., van Vugt, J. M., andAhmed, O. K. (2006). Predicting the perceived quality of a first personshooter: the quake iv g-model. InNetGames ’06, NY, USA. ACM.