Difference between revisions of "Private:energySaving"

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Please check these references.
 
Please check these references.
  
Game Action Based Power Management for Multiplayer Online Game, Anand et al.
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*Game Action Based Power Management for Multiplayer Online Game, Anand et al.
Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency, Wang et al.
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*Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency, Wang et al.
Games are Up for DVFS, Gu et al.
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*Games are Up for DVFS, Gu et al.
Fairness in Dead-Reckoning based Distributed Multiplayer Games, Aggarwal et al.
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*Fairness in Dead-Reckoning based Distributed Multiplayer Games, Aggarwal et al.
A Distributed Power Management Policy for Wireless AdHoc Networks, Chiasserini et al.
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*A Distributed Power Management Policy for Wireless AdHoc Networks, Chiasserini et al.
Energy Consumption in Mobile Phones: A Measurement Study..., Balasubramanian et al. (this is a good starting point to build the testbed)
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*Energy Consumption in Mobile Phones: A Measurement Study..., Balasubramanian et al. (this is a good starting point to build the testbed)

Revision as of 09:34, 17 May 2010

Outline of our research direction

Investigate impact on gaming quality

- specifically analyze the trade-off between energy savings and gaming quality.
- find paper to model gaming quality.


Improve algorithm from linear model to exponential curve.

- compare performance between existing solutions, linear, and exponential model.

Expand simulation/implementation to different games.

- find reference to prove DR is used in practice.
- Show that our solution is game independent

Expand analysis to include a global view.

- mathematical model -Performance metric in terms of bandwidth savings, can be calculated from a global view perspective.

Solve receiving mode problems

- Use PSM for AP mode, and rotating host algorithm for ad-hoc. - Please see Yi's thesis work.

Additional Ideas

- slow down the game to XX fps to allow the game to sleep longer. Without affecting gaming quality. - see Claypool's papers regarding frame rates and gaming quality.

Energy Savings Overhead

- Investigate energy constraints for nodes with and without our energy savings algorithm.
- fairness in game play/quality.
- have nodes without energy constraints do more work

Other Notes

- Continue to be vague regarding the specific wireless standard. ie. we don't target WiFi or 3G. Instead, we let the reader decide. - Discover if there is any periodicity of the data and use this to help determine sleep cycles - Provide strong evidence that our solution helps

References

Please check these references.

  • Game Action Based Power Management for Multiplayer Online Game, Anand et al.
  • Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency, Wang et al.
  • Games are Up for DVFS, Gu et al.
  • Fairness in Dead-Reckoning based Distributed Multiplayer Games, Aggarwal et al.
  • A Distributed Power Management Policy for Wireless AdHoc Networks, Chiasserini et al.
  • Energy Consumption in Mobile Phones: A Measurement Study..., Balasubramanian et al. (this is a good starting point to build the testbed)