Difference between revisions of "Private:energySaving"
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==Solve receiving mode problems == | ==Solve receiving mode problems == | ||
− | - Use PSM for AP mode, and rotating host algorithm for ad-hoc. | + | - Use PSM for AP mode, and rotating host algorithm for ad-hoc.<br/> |
- Please see Yi's thesis work. | - Please see Yi's thesis work. | ||
Revision as of 11:20, 15 June 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 standards. ie. we don't target WiFi or 3G. Instead, we let the reader decides.
- Discover if there is any periodicity of the data and use this to help determine sleep cycles
- Provide strong evidence that our solution helps
To Do's
- Address the items above ^
- Simulate energy savings using Carson's GLS simulator, please talk to Cameron.
- We have also modified the GLS code to replay latency traces. Please read our IRS MM'10 paper.
- Implement the algorithm into BZFlag.
- Play a LAN game setup (2 or 3 players) to test the algorithm in energy savings mode
- Play over the Internet against other players to test algorithm in a mixed environment (with nodes without energy savings)
- Play over a wireless connection with PSM mode enabled (must use an AP)
- Play over an Ad-Hoc network setup.
- If possible, find an Android open source game and implement the algorithm.
- Publish many papers :)
Other ideas
- If DR is not feasible, most of the items above can be applied to other types of games that do not use DR. Such as:
- Turn-based games (very long silent periods)
- Real-time strategy (RTS) games (medium silent periods)
- Simulation games (medium silent periods, potentially large packet sizes)
- MMORPG games (World of Warcraft client will soon be available on the Apple iPad)
- Virtual Reality, such as Second Life.
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)