通过分析网络流量实时评估云游戏体验,区分不同游戏和玩家状态。
Games Are Not Equal: Classifying Cloud Gaming Contexts for Effective User Experience Measurement
- 基于网络流量识别游戏类型与玩家活动阶段
- 5秒内完成游戏类型分类,持续监测活跃/被动/空闲状态
- 为运营商提供精准体验度量,优化资源分配
为挖掘云游戏市场潜力,网络运营商正推出可变现的保障服务,动态调配网络资源。然而,若无法准确衡量云游戏用户体验,就难以评估资源配置效果。仅靠带宽和帧率等基础指标不足,需结合游戏类型与玩家行为上下文才能合理解读。本文提出一种实时测量云游戏体验的方法,通过分析网络流量,识别游戏标题及玩家所处活动阶段(活跃、被动、空闲)。该方法可在游戏启动后5秒内完成游戏类型分类,并持续追踪玩家状态。我们在一家部署NVIDIA云游戏服务器的ISP中进行了部署,基于三个月内数十万次云游戏会话数据,揭示了带宽消耗与体验水平对游戏情境的依赖关系。
原文摘要 · Abstract (English)
To tap into the growing market of cloud gaming, whereby game graphics is rendered in the cloud and streamed back to the user as a video feed, network operators are creating monetizable assurance services that dynamically provision network resources. However, without accurately measuring cloud gaming user experience, they cannot assess the effectiveness of their provisioning methods. Basic measures such as bandwidth and frame rate by themselves do not suffice, and can only be interpreted in the context of the game played and the player activity within the game. This paper equips the network operator with a method to obtain a real-time measure of cloud gaming experience by analyzing network traffic, including contextual factors such as the game title and player activity stage. Our method is able to classify the game title within the first five seconds of game launch, and continuously assess the player activity stage as being active, passive, or idle. We deploy it in an ISP hosting NVIDIA cloud gaming servers for the region. We provide insights from hundreds of thousands of cloud game streaming sessions over a three-month period into the dependence of bandwidth consumption and experience level on the gameplay contexts.
Thank you to arXiv for use of its open access interoperability. PaperDance 不是 arXiv 官方产品;中文卡片由大模型生成,请以原文为准。