=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==
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 the rest declared themselves as neutral. Therefore, we can say 1. 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