=Paper= {{Paper |id=Vol-1956/GHItaly17_paper_04 |storemode=property |title=Implementation and Evaluation of a Multiplayer Pong Game |pdfUrl=https://ceur-ws.org/Vol-1956/GHItaly17_paper_04.pdf |volume=Vol-1956 |authors=Marco Begolo,Sebastiano Valle,Marco Zanella,Armin Bujari,Ombretta Gaggi,Claudio Enrico Palazzi |dblpUrl=https://dblp.org/rec/conf/chitaly/BegoloVZBGP17 }} ==Implementation and Evaluation of a Multiplayer Pong Game== https://ceur-ws.org/Vol-1956/GHItaly17_paper_04.pdf
Implementation and Evaluation of a Multiplayer Pong Game
              Marco Begolo                  Sebastiano Valle                  Marco Zanella
           University of Padua,           University of Padua,              University of Padua,
       Department of Mathematics       Department of Mathematics        Department of Mathematics
       Via Trieste 63, 35123 Padua,   Via Trieste 63, 35123 Padua,      Via Trieste 63, 35123 Padua,
                   Italy                          Italy                             Italy
      marco.begolo@studenti.unipd.it sabastiano.valle@studenti.unipd.itmarco.zanella@studenti.unipd.it

              Armir Bujari                                                 Ombretta Gaggi                             Claudio E. Palazzi
           University of Padua,                                          University of Padua,                         University of Padua,
       Department of Mathematics                                     Department of Mathematics                    Department of Mathematics
       Via Trieste 63, 35123 Padua,                                  Via Trieste 63, 35123 Padua,                 Via Trieste 63, 35123 Padua,
                   Italy                                                         Italy                                        Italy
          abujari@math.unipd.it                                          gaggi@math.unipd.it                        cpalazzi@math.unipd.it


ABSTRACT                                                                                     a forefront which will include players from console and PC
Mobile gaming is a new frontier of the gaming industry with                                  vendors too [1].
an ever increasing market share. Augmenting processing ca-
                                                                                             The ever increasing graphic processing power of mobile de-
pabilities coupled with mobile sensing technology are some
                                                                                             vices coupled with advances in sensing and communication
key ingredients contributing to a steady growth of innovative
                                                                                             technology has brought many innovative tools at the devel-
gaming solutions. In these settings, players could interact with
                                                                                             opers disposal, lowering the barrier of entry into the gaming
each other in the context they are immersed in and exploit prox-
                                                                                             market [2]. These features provide the building blocks for
imity, local information through wireless communication(s).
                                                                                             an innovative gaming experience departing from traditional
Pursuing this goal, we discuss Multipong, a multiplayer ver-
                                                                                             gaming consoles [3].
sion of the classic Pong game whereby players, in addition
to the infrastructure mode, are offered the possibility to inter-                            Nevertheless, mobile game development is challenged by the
act through ad-hoc communications. Along with the game                                       resource-constrained nature of the targeted appliance [4, 5, 6].
description, we present a user-study involving 168 subjects                                  Battery is a major issue demanding for intelligent duty cycling
undertaken at the University of Padua coupled with energy                                    techniques now considered even at the application layer. More-
measurements of the proposed solution.                                                       over, mobile cellular communication(s) are cost-attributed,
                                                                                             posing a burden on the player side; intelligent networking
ACM Classification Keywords                                                                  techniques making a parsimonious use of data exchange are
K.8. Personal Computing: Games                                                               needed. Yet, the input mechanism mainly relies on the touch
                                                                                             sensor (soft keypad) which, if not properly considered, might
Author Keywords                                                                              hinder the gaming experience [7, 8].
Games, Multiplayer, Wi-Fi Direct, Proximity.                                                 Among the various categories, multiplayer mobile games rep-
                                                                                             resent the top grossing category where many of them require
INTRODUCTION                                                                                 real-time user interaction involving Internet access. In this
Mobile gaming is gaining momentum in the gaming industry.                                    paper, we present a study of Multipong, a multiplayer ad-hoc
The ease of use, the social dimension it embodies coupled with                               version of the classic arcade game Pong. A preliminary version
the vast penetration of mobile hand-held devices have proven                                 of the game was previously presented in [9]. In this context,
to be a gold mine for small and medium enterprises (SMEs)                                    we present a complementary analysis concerning energy con-
approaching the gaming market. It is a belief that this trend                                sumptions considerations of our adopted solution along with a
will continue in the future and mobile gaming will become                                    user-study involving 168 participants from the University of
                                                                                             Padua, Italy.
                                                                                             The remainder of the paper is organized as follows: in Section
Permission to make digital or hard copies of all or part of this work for personal           “Background” we provide a brief background on ad-hoc net-
or academic purposes is granted without fee provided that copies are not made or             working support in the Android platform. Related works are
GHITALY17: 1st Workshop on Games-Human Interaction, April 18th, 2017,
distributed for profit or commercial advantage and that copies bear this notice and the
Cagliari,
full       Italy.
     citation on the first page. To copy otherwise, or republish, to post on servers or to   discussed in Section “Related Work”. Section “Game Descrip-
Copyright ©       2017requires
                         for theprior
                                  individual
                                      specific papers by and/or
                                                          the papers'
                                                                a fee. authors. Copying
redistribute  to lists,                        permission                                    tion” describes the game and some technical details regarding
Copyright © by private
permitted    for            andauthors.
                   the paper’s   academic purposes. This volume is published and
copyrighted by1its
GHITALY17:         st editors.
                      Workshop on Games-Human Interaction, September 18th, 2017,
                                                                                             the development process, outlining key features of the network-
Cagliari, Italy.
ing and gaming module. The experimental testbed and the               admissible game states, (iii) fairness, i.e. it should be possible
outcome are discussed in sections “User Study” and “Energy            to win a match regardless of different network conditions, (iv)
Consumption”. Finally, we conclude in Section Conclusion.             scalability, i.e. being able to support a large number of players,
                                                                      and (v) continuity, i.e. the present game session should not be
BACKGROUND                                                            interrupted because of disconnections, handoffs, or any other
The Wi-Fi Direct standard, also known as Wi-Fi P2P, en-               mobility-related issue. Fulfilling these requirements, a lot of
ables devices to connect with each other without requiring            research effort has been devoted, spanning from architectural
the presence a physical wireless access point [10]. Wi-Fi P2P         solutions to efficient network-layer proposals [14, 15].
implements a software access point module, capable of host            Mobile gaming further exacerbates the issues, also presenting
configuration and management. In Wi-Fi Direct terminology             its own challenges in the context of real-time applications:
a network unit is referred to as a group and each group has a         e.g., multiplayer gaming requires Internet connectivity which
group owner (GO) whose role is analogous to the one of an             in the mobile world might be cost-attributed or at least not
access point in infrastructure-mode.                                  available anytime, anywhere [16]. As a remedy, one might
Usually, a device supporting Wi-Fi Direct, in order to create         resort to local gaming sessions whereby a coordinator node
or join a group, starts a discovery session in which it may find      hosts the session becoming a potential bottleneck [17]. On the
other unconnected Wi-Fi Direct devices or GOs. A device               other side, pure P2P or hybrid solutions represent an attractive
can autonomously decide to start the formation of a group, or         alternative but usually lack of protection from cheaters [18,
may ask to join one. During group formation, devices need to          19].
negotiate their roles in order to find a peer that assumes the role   Multipong belongs to the category of casual games, i.e, video
of a logical access point. While the GO negotiation protocol          games which present a simple gameplay and targets a mass
is specified by the standard, applications can implement their        audiences [20]. Casual games are designed to be played by
own logic of electing a suitable one. Legacy devices on the           users with no special skills and without requiring too much
other side, those that do not support Wi-Fi Direct, may later         time for both understanding and playing them [21]. A well
on decide to connect to the GO and join the group.                    known example of casual game is the Candy Crush Saga.
More in detail, the standard outlines three different group           Despite being very common among mobile games, casual
formation techniques, namely standard, persistent and au-             games were originally played by users through a web browser
tonomous. The standard technique is the most generic group            and a large number of users still play using the web platform,
formation technique while the others shortcut some of the             e.g., through social networks: the idea of casual gaming has
phases involved. The procedure starts with nodes first becom-         been indeed mashed up with this recent phenomenon, allowing
ing aware of each other either by passive or active scanning          casual gamers to play with their friends through different
of Wi-Fi channels. Once this phase is completed, the GO               platforms and network architectures [22, 23, 24].
negotiation phase takes place, where each device states its
own GroupOwnerIntent, consisting of a value ranging from              Casual games experiments were also undertaken in [25, 26]
0 (not willing to become the GO) to 15 (highest inclination to        but, as these studies reported, this type of games has not break
become a Group Owner). Successively to the GO negotiation             through either the academic or the commercial world yet.
phase, the security and address configuration phases take place
in sequence and, if successful, the group is considered as estab-
lished and nodes can communicate without any infrastructure           GAME DESCRIPTION
mediation.                                                            Multipong is a multiplayer version of the Pong game, one of
                                                                      the first arcade videogames, where the players need to prevent
Support for Wi-Fi Direct in Android devices has been rolled           a ball from falling out of the screen with a paddle.
out since Android 4.0, enabling P2P connectivity amongst Wi-
Fi Direct capable devices. In these settings, a GO is connected       Multipong allows several players to connect their devices form-
to multiple clients in a P2P fashion (hereafter NGOs). As             ing an ad-hoc network. The device who created the gaming
discussed, the GO is decided after a negotiation phase between        session has to make the first move and when this happens, the
the devices; thus, the same hosts may create an ad-hoc network        ball is transferred to the next player’s screen as if their game-
with different GOs from time to time.                                 boards were joint (see Figure 1(b)). When a player misses the
                                                                      ball, the player loses a life and the ball is thrown out randomly
However, the implementation of Wi-Fi Direct in Android                to the next player’s screen. If a player runs out of lives, the
presents some issues and limitations: first of all Android does       player will not be able to play for the rest of the game and
not have native support for multi-group formation and devices         the game takes place between the remaining players. The last
must ask the user for the permission to join a group, hindering       standing player is the winner of the gaming session.
the automatic creation of Wi-Fi Direct networks [11].
                                                                      The game also implements the single-player mode which is
                                                                      essentially the old Pong game (see Figure 1(a)) and, for this
RELATED WORK
                                                                      reason, will not be discussed further in this paper.
According to [12, 13], main requirements for a gaming session
are: (i) good interactivity, i.e. the delay between the user inter-   Multipong is based on a two layer architecture as depicted in
action and the game response should be as short as possible,          Figure 2. The networking-layer handles group formation and
(ii) consistency, i.e. different players should see coherent and      communication among peers and the game-layer handles the
            (a)                                 (b)
Figure 1. A single-player session (left) and a multiplayer session with a
shared, open board between the players (right)



game application logic. This loose coupling between layers
allows the reuse of the network-layer for future potential sce-                 Figure 3. Message exchanged during game initialization phase
narios e.g., in the context of crow-sourced video annotation
and of geo-localized partecipatory sensing [27, 28, 29]. More
in details, the Discovery component of the network-layer is                 Moreover, since the Wi-Fi Direct protocol attributes to all
responsible for understanding which is the group owner (GO)                 NGOs an IP address and this information is not passed or
device and for retrieving the IP addresses of the other peers.              stored on the upper layers of the GO, we have built a proto-
The NameResolution component binds the IP addresses to                      col enabling the GO to retrieve the IPs addresses attributed
logical, application-level identifiers, and the Communication               to other NGOs devices. A general scenario of the communi-
component manages data exchanging amongst devices.                          cation protocol and the steps involved are shown by means
On the other side, the GameLogic component of the game                      of a sequence diagram depicted in Figure 3. This represents
layer is accountable for the application logic while the                    a general case scenario whereby the host and GO device are
GameView component displays information to the user and                     separate entities and the players need to autonomously identify
manages player interactions. The two layers talk to each other              the host device after which each player contacts it to acquire
through the NetworkingInterface, which is the component                     additional information regarding the gaming session. These
that provides a mid-level abstraction.                                      data comprise information such as the number of players that
                                                                            currently have joined the game session along with an applica-
During the game, the participating devices are connected into a             tion layer identifier used to denote the players turn. Also, all
Wi-Fi Direct ad-hoc network. Since in the initialization (game              communication is unicast and performed in an asynchronous
formation) phase there are no strict requirements to meet in                fashion, so that messages can be exchanged without blocking
terms of real-time information delivery, we decided to use                  the device while waiting for a response and we guarantee a
TCP as a transport protocol. Raw data sent over a socket are                FIFO ordering of the data sent out of a device. Additional
formatted as JSON objects, giving us the ability to distinguish             details regarding the protocol can be found in [9].
more easily the requests from one peer to another.
                                                                            During the gameplay we want to ensure both consistency and
Since any player can start a gaming session and all players’                low latency of gaming events, so messages have to be delivered
devices are capable of hosting a game, we can not a priori                  very quickly. Therefore we employ the UDP protocol, in
assume that the host coincides with the group owner (GO).                   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.
                                                                            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
                   Figure 2. Multipong architecture                         latency perceived by the player.
            Figure 4. Instantaneous power consumption               Figure 5. Power consumption of different gaming modes with a resulting
                                                                    standard deviation of ±11, ±31, ±35, ±30 µAh respectively.


The GO device acts as a coordinator of the gaming session,          Results
even if the game is hosted elsewhere. Hence, the GO repre-          Figure 4 shows a comparison of the instantaneous power con-
sents a single point of failure during the game phase, and a        sumption of a standalone and a multiplayer game session. The
network failure such as the crash or sudden disconnection of        multiplayer game session lasts longer when compared to the
the coordinator would make the whole network collapse, and          singleplayer one, showing regular behaviours at each round.
therefore end the game. A NGO failure, instead, causes only         In the standalone mode the instantaneous power consumed
the end of the game for that particular player, and the game        is lower when compared to the multiplayer one and this is to
continues with the GO telling the other players that a that peer    be attributed mainly to the absence of wireless communica-
is not active anymore.                                              tion. In fact, in the multiplayer version of the game, the Pong
                                                                    ball goes from one screen to another at quite regular intervals,
ENERGY CONSUMPTION                                                  and to these events are associated with communicatio costs.
In this section we discuss the measurements regarding energy        The number of transmissions increases with an increase in the
consumption of our proposed solution. To this end, we first         number of players.
introduce the testbed we employed and how the measurements          We must note here that in order to perform an accurate mea-
were performed and, thereafter we discuss the outcome.              surement of the power consumption, the smartphone should be
                                                                    usually put in “Airplane mode” [31] so as to avoid interference
Measurement Testbed                                                 by external events or by normal operating system functionali-
The test devices employed for the measurements are four An-         ties. However, these settings are not feasible in this case since
droid Galaxy Samsung S5 devices and all devices have identi-        the devices must communicate each other using the wireless
cal settings, updated to Android version 6.0.1. To measure the      inteface. In Figure 4, some of the spikes in power consumption
amount of energy consumed by the application we chose to            correspond to these kind of events.
rely on an external hardware tool named Monsoon PowerMon-
                                                                    Another crucial piece of information is the amount of energy
itor. This components main function is to measure the energy
                                                                    consumed by the GO device in every scenario. To compute it,
requested by the smartphone (or other devices that use a single
                                                                    for each game configuration we perform 5 runs in order to gain
lithium battery) and it is the sole power sources for the device.
                                                                    more confidence in the obtained results. The number of runs
We refer the reader to [30, 31] for more information regarding
                                                                    was sufficient, lowering the standard deviation of the measure-
the usage of the measurement hardware.
                                                                    ments which are reported in Figure 5. When communication
In order to perform measurements not influenced by the user         is employed, energy consumption is higher, increasing linearly
interaction, we coded an autonomous version of the Multipong        with an increase in the number of players. We also report
game, whereby an artificial player plays the game for the 10        that for each gameply the average expected battery lifetime
consecutive rounds. After those rounds are completed, the           measured by the Monsoon tool is 6h, 3.13h and 2.5h for the
last standing player, corresponding to the last player joining      standalone, 2 and 3 player respectively.
the game, wins. In a multiplayer game session the GO device
acts also as a host of the gaming session, hence the GO has         USER STUDY
the additional burden of coordination among the devices at          In order to test the level of acceptability of the Multipong
the application layer. It is also noteworthy to point out, that a   game among users, we asked to a set of users to answer an
GO device acts as a layer 3 router in the network as by Wi-Fi       anonymous questionnaire. The questionnaire contains 13, 5-
Direct specifications. Therefore a GO device is a potential         point Likert questions with possible answers ranging from
bottleneck and represents the major interest from an energy         “Strongly disagree” to “Strongly agree”. 168 users completed
consumption viewpoint when compared to other devices.               the questionnaire, 23 females and 145 males, only 2,4% of
Figure 6. Answers to the question: “I prefer to play against another   Figure 7. Answers to the question: “I would like a version of the Pong
player rather than against the computer”                               game which allows to play against more than one player at the same
                                                                       time”

them was over 30 years old, the rest was under 30. 96% of the
participants were students (96% from the Bachelor and Master           a multiplayer ad-hoc version of the old arcade game Pong,
degrees in Computer Science at the University of Padua, Italy).        whereby players could engage in a gaming session when in
No participants were involved in the development process,              proximity with each other. A user study, undertaken at the
and they did not have any knowledge about the project before           University of Padua involving 168 subjects, showed that Mul-
the questionnaire, but 54% already knew the traditional Pong           tipong collects some features that users usually enjoy. Along
game.                                                                  with the user study, we presented realistic measurements of
                                                                       energy consumption showing that it increases linearly with
We asked the users a set of questions to understand their prefer-      the number of participating players, exhibiting no strange
ences about games. Most of the participants usually play with          behavior.
videogames, and 31% defined themselves as frequent players,
37% plays with videogames every days, 24% weekly, 25%                  As an extension to the current solution we plan to address the
plays sometimes and only 13% seldom plays with videogames.             network reformation process whereby peer devices are able
The preferred gaming platform are online video games (67 par-          to autonomously and transparently recover from the loss of
ticipants declared to use online videogames, 35 to use console         a GO device. Also, we plan to exploit multicast/broadcast
ones like Play Station, Wii or Xbox).                                  capabilities addressing the overhead of employing solely uni-
                                                                       cast communications among devices. To this end, we plan to
According to the given answers, Multipong collects some                exploit the feasibility of multicast/broadcast communications
features that users usually enjoy: 71.4% of the users prefer           between nearby devices relying on the GO’s device routing
to play against another user instead of a computer simulated           capabilities only when necessary.
player (see Figure 6), 81 users like to play videogames which
involve other players in the same room and 53% of the users            Acknowledgment
would like a new version of the Pong game which allows to              This work has been partially funded by the University of
challenge more than one player at the same time, which is              Padua, through the projects PRAT CPDA137314 and PRAT
exactly what Multipong is. Even if 53% may look like a very            CPDA151221.
low percentage, actually, only 8% of the participants declared
to do not like this version of the game: as depicted in Figure 7       REFERENCES
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