With the recent evolution of network-based multiplayer games and the increasing popularity of online games demanding strict real-time interaction among players - like First Person Shooter (FPS) -, game providers face the problem to correlate network conditions with quality of gaming experience. This paper addresses the problem of the estimation gameplay quality during real-time games; in particular, we focus on FPS ones. Current literature usually considers end-to-end delay as the only important parameter and deducts system performance indexes from graphical ones. Player satisfaction, on the other hand, is usually evaluated in a subjective way: asking the player, or measuring how long he/she stays connected. In this paper we use a testbed with synthetic players (bots) to directly correlate network end-to-end delay and jitter with expected players' satisfaction. Running extensive experiments we argue about effective in-game performances degradation of penalized players. Performances are measured in terms of score and number of actions kills, actually - performed per minute.
On the objective evaluation of real-time networked games / A. Kaiser, D. Maggiorini, N. Achir, K. Boussetta - In: GLOBECOM 2009 : 2009 IEEE global telecommunications conference, Honolulu, Hawaii USA 30 november–04 december 2009Piscataway : IEEE, 2009. - ISBN 9781424441488. - pp. 1-5 (( convegno Global Telecommunications Conference tenutosi a Honolulu, Hawaii, USA nel 2009 [10.1109/GLOCOM.2009.5426032].
On the objective evaluation of real-time networked games
D. MaggioriniSecondo
;
2009
Abstract
With the recent evolution of network-based multiplayer games and the increasing popularity of online games demanding strict real-time interaction among players - like First Person Shooter (FPS) -, game providers face the problem to correlate network conditions with quality of gaming experience. This paper addresses the problem of the estimation gameplay quality during real-time games; in particular, we focus on FPS ones. Current literature usually considers end-to-end delay as the only important parameter and deducts system performance indexes from graphical ones. Player satisfaction, on the other hand, is usually evaluated in a subjective way: asking the player, or measuring how long he/she stays connected. In this paper we use a testbed with synthetic players (bots) to directly correlate network end-to-end delay and jitter with expected players' satisfaction. Running extensive experiments we argue about effective in-game performances degradation of penalized players. Performances are measured in terms of score and number of actions kills, actually - performed per minute.Pubblicazioni consigliate
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