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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Implementation and Evaluation of a Multiplayer Pong Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marco Begolo Sebastiano Valle Marco Zanella</string-name>
          <email>marco.begolo@studenti.unipd.it</email>
          <email>marco.begolo@studenti.unipd.it sabastiano.valle@studenti.unipd.itmarco.zanella@studenti.unipd.it</email>
          <email>sabastiano.valle@studenti.unipd.itmarco.zanella</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Armir Bujari</string-name>
          <email>abujari@math.unipd.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ombretta Gaggi</string-name>
          <email>gaggi@math.unipd.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Claudio E. Palazzi</string-name>
          <email>cpalazzi@math.unipd.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Author Keywords</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Games</institution>
          ,
          <addr-line>Multiplayer, Wi-Fi Direct, Proximity.</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Padua, Department of Mathematics</institution>
          ,
          <addr-line>Via Trieste 63, 35123 Padua</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Padua, University of Padua, University of Padua, Department of Mathematics Department of Mathematics Department of Mathematics</institution>
          ,
          <addr-line>Via Trieste 63, 35123 Padua, Via Trieste 63, 35123 Padua, Via Trieste 63, 35123 Padua</addr-line>
          ,
          <country>Italy Italy Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Mobile gaming is a new frontier of the gaming industry with an ever increasing market share. Augmenting processing capabilities coupled with mobile sensing technology are some key ingredients contributing to a steady growth of innovative gaming solutions. In these settings, players could interact with each other in the context they are immersed in and exploit proximity, local information through wireless communication(s). Pursuing this goal, we discuss Multipong, a multiplayer version of the classic Pong game whereby players, in addition to the infrastructure mode, are offered the possibility to interact through ad-hoc communications. Along with the game description, we present a user-study involving 168 subjects undertaken at the University of Padua coupled with energy measurements of the proposed solution.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION
Mobile gaming is gaining momentum in the gaming industry.
The ease of use, the social dimension it embodies coupled with
the vast penetration of mobile hand-held devices have proven
to be a gold mine for small and medium enterprises (SMEs)
approaching the gaming market. It is a belief that this trend
will continue in the future and mobile gaming will become
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      <p>Copyright © by the paper’s authors.</p>
      <p>
        GHITALY17: 1st Workshop on Games-Human Interaction, September 18th, 2017,
Cagliari, Italy.
a forefront which will include players from console and PC
vendors too [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        The ever increasing graphic processing power of mobile
devices coupled with advances in sensing and communication
technology has brought many innovative tools at the
developers disposal, lowering the barrier of entry into the gaming
market [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. These features provide the building blocks for
an innovative gaming experience departing from traditional
gaming consoles [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        Nevertheless, mobile game development is challenged by the
resource-constrained nature of the targeted appliance [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4, 5, 6</xref>
        ].
Battery is a major issue demanding for intelligent duty cycling
techniques now considered even at the application layer.
Moreover, mobile cellular communication(s) are cost-attributed,
posing a burden on the player side; intelligent networking
techniques making a parsimonious use of data exchange are
needed. Yet, the input mechanism mainly relies on the touch
sensor (soft keypad) which, if not properly considered, might
hinder the gaming experience [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ].
      </p>
      <p>
        Among the various categories, multiplayer mobile games
represent the top grossing category where many of them require
real-time user interaction involving Internet access. In this
paper, we present a study of Multipong, a multiplayer ad-hoc
version of the classic arcade game Pong. A preliminary version
of the game was previously presented in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. In this context,
we present a complementary analysis concerning energy
consumptions considerations of our adopted solution along with a
user-study involving 168 participants from the University of
Padua, Italy.
      </p>
      <p>
        The remainder of the paper is organized as follows: in Section
“Background” we provide a brief background on ad-hoc
networking support in the Android platform. Related works are
discussed in Section “Related Work”. Section “Game
Description” describes the game and some technical details regarding
the development process, outlining key features of the
networking and gaming module. The experimental testbed and the
outcome are discussed in sections “User Study” and “Energy
Consumption”. Finally, we conclude in Section Conclusion.
BACKGROUND
The Wi-Fi Direct standard, also known as Wi-Fi P2P,
enables devices to connect with each other without requiring
the presence a physical wireless access point [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Wi-Fi P2P
implements a software access point module, capable of host
configuration and management. In Wi-Fi Direct terminology
a network unit is referred to as a group and each group has a
group owner (GO) whose role is analogous to the one of an
access point in infrastructure-mode.
      </p>
      <p>Usually, a device supporting Wi-Fi Direct, in order to create
or join a group, starts a discovery session in which it may find
other unconnected Wi-Fi Direct devices or GOs. A device
can autonomously decide to start the formation of a group, or
may ask to join one. During group formation, devices need to
negotiate their roles in order to find a peer that assumes the role
of a logical access point. While the GO negotiation protocol
is specified by the standard, applications can implement their
own logic of electing a suitable one. Legacy devices on the
other side, those that do not support Wi-Fi Direct, may later
on decide to connect to the GO and join the group.
More in detail, the standard outlines three different group
formation techniques, namely standard, persistent and
autonomous. The standard technique is the most generic group
formation technique while the others shortcut some of the
phases involved. The procedure starts with nodes first
becoming aware of each other either by passive or active scanning
of Wi-Fi channels. Once this phase is completed, the GO
negotiation phase takes place, where each device states its
own GroupOwnerIntent, consisting of a value ranging from
0 (not willing to become the GO) to 15 (highest inclination to
become a Group Owner). Successively to the GO negotiation
phase, the security and address configuration phases take place
in sequence and, if successful, the group is considered as
established and nodes can communicate without any infrastructure
mediation.</p>
      <p>Support for Wi-Fi Direct in Android devices has been rolled
out since Android 4.0, enabling P2P connectivity amongst
WiFi Direct capable devices. In these settings, a GO is connected
to multiple clients in a P2P fashion (hereafter NGOs). As
discussed, the GO is decided after a negotiation phase between
the devices; thus, the same hosts may create an ad-hoc network
with different GOs from time to time.</p>
      <p>
        However, the implementation of Wi-Fi Direct in Android
presents some issues and limitations: first of all Android does
not have native support for multi-group formation and devices
must ask the user for the permission to join a group, hindering
the automatic creation of Wi-Fi Direct networks [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
RELATED WORK
According to [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ], main requirements for a gaming session
are: (i) good interactivity, i.e. the delay between the user
interaction and the game response should be as short as possible,
(ii) consistency, i.e. different players should see coherent and
admissible game states, (iii) fairness, i.e. it should be possible
to win a match regardless of different network conditions, (iv)
scalability, i.e. being able to support a large number of players,
and (v) continuity, i.e. the present game session should not be
interrupted because of disconnections, handoffs, or any other
mobility-related issue. Fulfilling these requirements, a lot of
research effort has been devoted, spanning from architectural
solutions to efficient network-layer proposals [
        <xref ref-type="bibr" rid="ref14 ref15">14, 15</xref>
        ].
Mobile gaming further exacerbates the issues, also presenting
its own challenges in the context of real-time applications:
e.g., multiplayer gaming requires Internet connectivity which
in the mobile world might be cost-attributed or at least not
available anytime, anywhere [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. As a remedy, one might
resort to local gaming sessions whereby a coordinator node
hosts the session becoming a potential bottleneck [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. On the
other side, pure P2P or hybrid solutions represent an attractive
alternative but usually lack of protection from cheaters [
        <xref ref-type="bibr" rid="ref18 ref19">18,
19</xref>
        ].
      </p>
      <p>
        Multipong belongs to the category of casual games, i.e, video
games which present a simple gameplay and targets a mass
audiences [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Casual games are designed to be played by
users with no special skills and without requiring too much
time for both understanding and playing them [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. A well
known example of casual game is the Candy Crush Saga.
Despite being very common among mobile games, casual
games were originally played by users through a web browser
and a large number of users still play using the web platform,
e.g., through social networks: the idea of casual gaming has
been indeed mashed up with this recent phenomenon, allowing
casual gamers to play with their friends through different
platforms and network architectures [
        <xref ref-type="bibr" rid="ref22 ref23 ref24">22, 23, 24</xref>
        ].
      </p>
      <p>
        Casual games experiments were also undertaken in [
        <xref ref-type="bibr" rid="ref25 ref26">25, 26</xref>
        ]
but, as these studies reported, this type of games has not break
through either the academic or the commercial world yet.
GAME DESCRIPTION
Multipong is a multiplayer version of the Pong game, one of
the first arcade videogames, where the players need to prevent
a ball from falling out of the screen with a paddle.
Multipong allows several players to connect their devices
forming an ad-hoc network. The device who created the gaming
session has to make the first move and when this happens, the
ball is transferred to the next player’s screen as if their
gameboards were joint (see Figure 1(b)). When a player misses the
ball, the player loses a life and the ball is thrown out randomly
to the next player’s screen. If a player runs out of lives, the
player will not be able to play for the rest of the game and
the game takes place between the remaining players. The last
standing player is the winner of the gaming session.
The game also implements the single-player mode which is
essentially the old Pong game (see Figure 1(a)) and, for this
reason, will not be discussed further in this paper.
Multipong is based on a two layer architecture as depicted in
Figure 2. The networking-layer handles group formation and
communication among peers and the game-layer handles the
(a)
(b)
game application logic. This loose coupling between layers
allows the reuse of the network-layer for future potential
scenarios e.g., in the context of crow-sourced video annotation
and of geo-localized partecipatory sensing [
        <xref ref-type="bibr" rid="ref27 ref28 ref29">27, 28, 29</xref>
        ]. More
in details, the Discovery component of the network-layer is
responsible for understanding which is the group owner (GO)
device and for retrieving the IP addresses of the other peers.
The NameResolution component binds the IP addresses to
logical, application-level identifiers, and the Communication
component manages data exchanging amongst devices.
On the other side, the GameLogic component of the game
layer is accountable for the application logic while the
GameView component displays information to the user and
manages player interactions. The two layers talk to each other
through the NetworkingInterface, which is the component
that provides a mid-level abstraction.
      </p>
      <p>
        During the game, the participating devices are connected into a
Wi-Fi Direct ad-hoc network. Since in the initialization (game
formation) phase there are no strict requirements to meet in
terms of real-time information delivery, we decided to use
TCP as a transport protocol. Raw data sent over a socket are
formatted as JSON objects, giving us the ability to distinguish
more easily the requests from one peer to another.
Since any player can start a gaming session and all players’
devices are capable of hosting a game, we can not a priori
assume that the host coincides with the group owner (GO).
Moreover, since the Wi-Fi Direct protocol attributes to all
NGOs an IP address and this information is not passed or
stored on the upper layers of the GO, we have built a
protocol enabling the GO to retrieve the IPs addresses attributed
to other NGOs devices. A general scenario of the
communication protocol and the steps involved are shown by means
of a sequence diagram depicted in Figure 3. This represents
a general case scenario whereby the host and GO device are
separate entities and the players need to autonomously identify
the host device after which each player contacts it to acquire
additional information regarding the gaming session. These
data comprise information such as the number of players that
currently have joined the game session along with an
application layer identifier used to denote the players turn. Also, all
communication is unicast and performed in an asynchronous
fashion, so that messages can be exchanged without blocking
the device while waiting for a response and we guarantee a
FIFO ordering of the data sent out of a device. Additional
details regarding the protocol can be found in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
During the gameplay we want to ensure both consistency and
low latency of gaming events, so messages have to be delivered
very quickly. Therefore we employ the UDP protocol, in
particular application-level acked UDP transmission in order
to improve reliability: after sending an UDP packet, a peer
waits for a short ACK packet within a short time frame; if it
does not, the peer retries the transmission up to a number of
times which is set to four but can be changed.
      </p>
      <p>Moreover, the two layers of the architecture have different
roles: one layer is concerned with coordinating the peers and
the other one deals with the multiplayer game logic on top
of the coordination layer. The multiplayer game layer has to
manage the local state of the game and contribute to manage
the global state. Moreover, when the player hits the ball with
the paddle, it has to compute the ball exit point from the screen
and send this information to the GO as soon as it is available to
spread this message to all the active participants. We compute
and send the ball exit position in advance to reduce the network
latency perceived by the player.
The GO device acts as a coordinator of the gaming session,
even if the game is hosted elsewhere. Hence, the GO
represents a single point of failure during the game phase, and a
network failure such as the crash or sudden disconnection of
the coordinator would make the whole network collapse, and
therefore end the game. A NGO failure, instead, causes only
the end of the game for that particular player, and the game
continues with the GO telling the other players that a that peer
is not active anymore.</p>
      <p>
        ENERGY CONSUMPTION
In this section we discuss the measurements regarding energy
consumption of our proposed solution. To this end, we first
introduce the testbed we employed and how the measurements
were performed and, thereafter we discuss the outcome.
Measurement Testbed
The test devices employed for the measurements are four
Android Galaxy Samsung S5 devices and all devices have
identical settings, updated to Android version 6.0.1. To measure the
amount of energy consumed by the application we chose to
rely on an external hardware tool named Monsoon
PowerMonitor. This components main function is to measure the energy
requested by the smartphone (or other devices that use a single
lithium battery) and it is the sole power sources for the device.
We refer the reader to [
        <xref ref-type="bibr" rid="ref30 ref31">30, 31</xref>
        ] for more information regarding
the usage of the measurement hardware.
      </p>
      <p>In order to perform measurements not influenced by the user
interaction, we coded an autonomous version of the Multipong
game, whereby an artificial player plays the game for the 10
consecutive rounds. After those rounds are completed, the
last standing player, corresponding to the last player joining
the game, wins. In a multiplayer game session the GO device
acts also as a host of the gaming session, hence the GO has
the additional burden of coordination among the devices at
the application layer. It is also noteworthy to point out, that a
GO device acts as a layer 3 router in the network as by Wi-Fi
Direct specifications. Therefore a GO device is a potential
bottleneck and represents the major interest from an energy
consumption viewpoint when compared to other devices.
Results
Figure 4 shows a comparison of the instantaneous power
consumption of a standalone and a multiplayer game session. The
multiplayer game session lasts longer when compared to the
singleplayer one, showing regular behaviours at each round.
In the standalone mode the instantaneous power consumed
is lower when compared to the multiplayer one and this is to
be attributed mainly to the absence of wireless
communication. In fact, in the multiplayer version of the game, the Pong
ball goes from one screen to another at quite regular intervals,
and to these events are associated with communicatio costs.
The number of transmissions increases with an increase in the
number of players.</p>
      <p>
        We must note here that in order to perform an accurate
measurement of the power consumption, the smartphone should be
usually put in “Airplane mode” [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] so as to avoid interference
by external events or by normal operating system
functionalities. However, these settings are not feasible in this case since
the devices must communicate each other using the wireless
inteface. In Figure 4, some of the spikes in power consumption
correspond to these kind of events.
      </p>
      <p>Another crucial piece of information is the amount of energy
consumed by the GO device in every scenario. To compute it,
for each game configuration we perform 5 runs in order to gain
more confidence in the obtained results. The number of runs
was sufficient, lowering the standard deviation of the
measurements which are reported in Figure 5. When communication
is employed, energy consumption is higher, increasing linearly
with an increase in the number of players. We also report
that for each gameply the average expected battery lifetime
measured by the Monsoon tool is 6h, 3.13h and 2.5h for the
standalone, 2 and 3 player respectively.</p>
      <p>USER STUDY
In order to test the level of acceptability of the Multipong
game among users, we asked to a set of users to answer an
anonymous questionnaire. The questionnaire contains 13,
5point Likert questions with possible answers ranging from
“Strongly disagree” to “Strongly agree”. 168 users completed
the questionnaire, 23 females and 145 males, only 2,4% of
them was over 30 years old, the rest was under 30. 96% of the
participants were students (96% from the Bachelor and Master
degrees in Computer Science at the University of Padua, Italy).
No participants were involved in the development process,
and they did not have any knowledge about the project before
the questionnaire, but 54% already knew the traditional Pong
game.</p>
      <p>We asked the users a set of questions to understand their
preferences about games. Most of the participants usually play with
videogames, and 31% defined themselves as frequent players,
37% plays with videogames every days, 24% weekly, 25%
plays sometimes and only 13% seldom plays with videogames.
The preferred gaming platform are online video games (67
participants declared to use online videogames, 35 to use console
ones like Play Station, Wii or Xbox).</p>
      <p>According to the given answers, Multipong collects some
features that users usually enjoy: 71.4% of the users prefer
to play against another user instead of a computer simulated
player (see Figure 6), 81 users like to play videogames which
involve other players in the same room and 53% of the users
would like a new version of the Pong game which allows to
challenge more than one player at the same time, which is
exactly what Multipong is. Even if 53% may look like a very
low percentage, actually, only 8% of the participants declared
to do not like this version of the game: as depicted in Figure 7
the rest declared themselves as neutral. Therefore, we can say
that the level of acceptability for this game is high, i. e., the
game like to the participants.</p>
      <p>After explaining the implemented version of Multipong, 56%
the participants defined as one of the most important features
of the game the possibility to challenge more players which
are in the same room, and only 30% of the them considered
the requirement that all the players must be in the same room
a strong constraint.</p>
      <p>CONCLUSION
Mobile gaming has seen an increase in popularity and this
trend is expected to grow in the future. Sensing and
communication capabilities along with a rich set of development
libraries provide the basic building blocks for an innovative
gaming experience. In this article, we discussed Multipong,
a multiplayer ad-hoc version of the old arcade game Pong,
whereby players could engage in a gaming session when in
proximity with each other. A user study, undertaken at the
University of Padua involving 168 subjects, showed that
Multipong collects some features that users usually enjoy. Along
with the user study, we presented realistic measurements of
energy consumption showing that it increases linearly with
the number of participating players, exhibiting no strange
behavior.</p>
      <p>As an extension to the current solution we plan to address the
network reformation process whereby peer devices are able
to autonomously and transparently recover from the loss of
a GO device. Also, we plan to exploit multicast/broadcast
capabilities addressing the overhead of employing solely
unicast communications among devices. To this end, we plan to
exploit the feasibility of multicast/broadcast communications
between nearby devices relying on the GO’s device routing
capabilities only when necessary.</p>
      <p>Acknowledgment
This work has been partially funded by the University of
Padua, through the projects PRAT CPDA137314 and PRAT
CPDA151221.</p>
    </sec>
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