Difference between revisions of "Private:energySaving"

From NMSL
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Please check these references.
 
Please check these references.
  
*[http://portal.acm.org/citation.cfm?id=1592606.1592619&coll=ACM&dl=ACM&CFID=90650770&CFTOKEN=91628280 Game Action Based Power Management for Multiplayer Online Game], Anand et al.
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* [http://portal.acm.org/citation.cfm?id=1592606.1592619&coll=ACM&dl=ACM&CFID=90650770&CFTOKEN=91628280 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.
*[http://portal.acm.org/citation.cfm?id=1146909.1147063&coll=ACM&dl=ACM&CFID=90650770&CFTOKEN=91628280 Games are Up for DVFS], Gu et al.
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* [http://portal.acm.org/citation.cfm?id=1146909.1147063&coll=ACM&dl=ACM&CFID=90650770&CFTOKEN=91628280 Games are Up for DVFS], Gu et al.
*[http://portal.acm.org/citation.cfm?id=1103599.1103608&coll=ACM&dl=ACM&CFID=90650770&CFTOKEN=91628280 Fairness in Dead-Reckoning based Distributed Multiplayer Games], Aggarwal et al.
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* [http://portal.acm.org/citation.cfm?id=1103599.1103608&coll=ACM&dl=ACM&CFID=90650770&CFTOKEN=91628280 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)
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* [http://code.google.com/p/kwaak3/ Quake3 port to Android]

Revision as of 16:53, 16 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

  1. Address the items above ^
  2. 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.
  3. 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.
  4. If possible, find an Android open source game and implement the algorithm.
  5. 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.