PerceivedQoS
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Transcript PerceivedQoS
1
User-perceived QoS in
networked multimedia services
Harald Øverby, PhD
28/10-2008
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Topics
• Quality of Service (QoS)
– User-preceived QoS
• Networked multimedia services
– Voice-over-IP (VoIP) (1 hour)
• Shared packet redundancy in VoIP
– Networked online games (1 hour)
• Real Time Strategy (RTS) game Warcraft III
How does QoS influence user experience in
networked multimedia services?
3
Resources
• Y-W Leung, “Shared packet loss recovery for internet
telephony”, IEEE communications letters vol. 9, no. 1, january
2005
• P. O. Osland et al., “Perceived VoIP quality under varying traffic
conditions”, Proceedings of the Nordic Teletraffic Seminar
(NTS), 2004
• N. Sheldon et. al., ”The effect of latency on user performance in
Warcraft III”, Proceedings of the 2nd workshop on Network and
system support for games
• Wikipedia: VoIP: http://en.wikipedia.org/wiki/Voice_over_IP
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What is Voice over IP (VoIP)
• Voice over IP, IP Telephony,
Internet Telephony, …
– Packet switched telephony
service
– Independent packets routed
over a packet network
• Alternative to circuit switched
telephony service
– End to end circuits established
for each call
– ”Stupid” network vs Intelligent
network
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VoIP functionality
• Voice is encoded in packets, and transmitted when necessary
• Ability to transmit more than one telephone call down the same
broadband-connected telephone line.
• Many VoIP packages include PSTN features that most telcos
normally charge extra for, or may be unavailable from your local
telco, such as 3-way calling, call forwarding, automatic redial,
and caller ID.
• VoIP can be secured with existing off-the-shelf protocols such
as Secure Real-time Transport Protocol.
• VoIP is location independent.
• VoIP phones can integrate with other services available over the
Internet.
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QoS in VoIP
• QoS definition (one of many…)
– Degree of compliance of a service to the agreement that exists
between the user and the provider of this service.
• QoS (in broad sense) encompasses
– Performance
– Dependability
– Security
• In this talk we focus on Performance aspects of
VoIP
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Performance aspects of VoIP
• Performance is characterized by a set of paramters,
which can be measured quantitatively.
• Important performance related QoS parameters in
VoIP includes
–
–
–
–
Available bandwidth
Packet loss
End-to-end delay
Delay jitter
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User-perceived QoS
• How the user perceives the service quality
• Measured using e.g. questionaires
• E.g.: Will the user see difference between 0 end-toend delay and 0.1 ms end-to-end delay?
• Measured using Mean Opinion score (MOS)
– 5: Max, 1: Minimum
• Influenced by QoS parameters
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1. Available bandwidth
• Measured in bps
• Depends on the codec
– How the voice signals are decoded
– Trade-off between complexity, bandwidth savings and other
performance related QoS parameters
• Bandwidth requirement dependent on the codec
– H.323 and SIP are popular protocols
• Overhead may constitute a significant part of total
bandwidth consumption
– E.g. data=5.6 kbps, overhead=12.4 kbps, total=18 kbps
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2. Packet loss
• Measured in ratio of lost packets to all packets sent
• Caused by
– Bit errors
– Queue overflow in routers
– End-to-end delay for packet too high
• Acceptable levels of packet loss ratio is ~2 % for
VoIP
• Dependent on the codec
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3. End-to-end delay
• Average delay between a user say a word until the received
hears the same word
• The end-to-end delay is comprised of:
–
–
–
–
Local computer delay
Compression delay
Packetizing delay
Transmission delay
• Propagation delay
• Queueing delay
– …
• End-to-end delay below 150 ms is acceptable
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4. Delay jitter
• Variations in the end-to-end delay
– Difference in the end-to-end delay between independent packets
• Caused by
– Variations in the queueing delay
– Packetizing delay
– Computer processing delay
• Delay jitter below 50 ms is acceptable for VoIP
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Shared packet redundancy in
VoIP
• Novel mechanism to reduce the packet loss ratio
(PLR)
• Adding redundancy packets to a set of data packets
• Requires additional bandwidth
• Influences the end-to-end delay and delay jitter?
• Complexity issues?
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Architecture
• Each gateway serves N users
• Packets arrive to the gateway in slots
– n packets in a certain time slot
• The gateway has B channels in each time-slot
• Packets may be lost in the Internet
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Architecture
slot5
User1
slot4
Data1_5
N=3
Data1_5
n=2
slot2
Data1_3
User2
User3
slot3
n=0
slot1
Data1_1
Data1_3
Data1_2
Data1_3
Data1_2
n=3
n=2
GateWay
B=2
n=1
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Shared packet redundancy
1. A set of n data packets, add r redundancy packets
2. Transmit all n+r packets
3. If received at least n packets, reconstruction of lost data
packets is possible.
• Example:
1. From 3 data packets we create and add 2 redundancy packets
2. All 5 packets are transmitted
3. If we receive at least 3 packets (among 5 packets),
reconstruction is possible -> no data packets are lost
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Example
•
2 data packets, 1 redundancy packet
–
–
•
•
•
•
Redundancy packet generated using bitwise XOR in
data packets
Red=Data1Data2
If Data1 is lost, it can be reconstructed as
Data1=Data2Red
If Data2 is lost, it can be reconstructed as
Data2=Data1Red
If two or more packets are lost,
reconstruction is not possible
With more redundancy packets, reed
solomon codes must be used
Data1
Data2
Red
1
1
0
1
0
1
0
1
1
0
0
0
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Shared packet redundancy in
VoIP
Router
data1
data2
data3
red1
red2
Sent
Received
Reconstruction
data1
data1
data2
data2
data3
data3
red1
red1
red2
red2
data3
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Parameters
•
•
•
•
•
N: number of customers served
n: outgoing voice streams
B: available capacity (slots)
e: Packet loss ratio
: probability that a session is active
– The probability that a user has a packet to send
• A: activity probability (probability of n active voice
streams)
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Erasure coding
Packet set
N=4
n=3 with
prob. An
• n=B: No modifications
• n>B: Drop packets
• n<B: Add B-n redundancy
packets
B=5
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Erasure conding in VoIP
• Always transmit B packets in a packet set
– Case 1: n data packets and B-n redundancy packets
• Packets are lost if less than n packets are received
• Else, lost data packets may be reconstructed
– Case 2: n=B data packets and 0 redundancy packets
• Lost packets cannot be reconstructed
• Packet sets are independent
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Analysis
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Analysis: Case 1: n<B
• n voice (data) packets are transmitted
• B-n redundancy packets are added to the data
packet set.
• A packet is lost when
– It is dropped in the network AND
– Less than n of the remaining B-1 packets are dropped
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Analysis: Case 2: n≥B
• No redundancy packets are added
• Packets are lost due to
– Overflow in the server
– In the network with probability e
• Example
– B=80, n=100, e=0.1
– P(E|An)=(100-80)/100+80*0.1/100=0.28
– Of 100 packets: 20 are lost at server, and 8 in the network
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Analysis
• Overall loss formula
• Summing over all n
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Results
B=100
=0.5
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Qualitative evaluation of the
shared packet redundancy
scheme for VoIP
Parameter
w/o shared packet
redundancy
w/ packet
redundancy
Available
bandwidth
Moderate
Increased
Packet loss
Moderate
Reduction
End-to-end delay
Moderate
Increased
Delay jitter
Moderate
Moderate
Complexity
Moderate
Increased
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Topics
• Quality of Service (QoS)
– User-preceived QoS
• Networked multimedia services
– Voice-over-IP (VoIP) (1 hour)
• Shared packet redundancy in VoIP
– Networked online games (1 hour)
• Real Time Strategy (RTS) game Warcraft III
How does QoS influence user experience in
networked multimedia services?
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Motivation
• Computer/video games have become a multibillion industry and is a driving force for
technology development: Hardware,
Software, Networks, etc.
• Games are played by people of all ages female and male.
• Games are used in serious applications
areas: Education, Work training, Physical
exercise, Social training, Brain training, etc.
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What make games intriguing?
• Characteristics of enjoyable activities (playing games) can be
divided into three categories:
– Challenge:
• Mastering a challenge can give a self-esteem boost.
• Ideally the game should adjust to players abilities.
– Fantasy:
• Fantasies and abstractions enhance and make the experience more interesting.
– Curiosity:
• Curiosity is the motivation to learn and investigate.
• Desire to bring completeness, consistency to their knowledge
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Game genres
•
•
•
•
•
Action games - shooting games, platform games
Adventure games - logic puzzles in a virtual world
Fighting games - games involving combat
Puzzle games - e.g. Tetris
Role playing game - players assume the role of
imaginative creature or person
• Simulations - the player is put in control of
simplified process. E.g., flight simulators,
SimCity, driving simulation etc.
• Sport games - games involving sports
• Strategy games - typically commanding
armies and warfare planning.
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Online Gaming in General
• Most new-released games for PCs and game consoles (PS3,
Xbox 360 and Wii) provide online game functionality.
– For some games, online-features are main parts of the game (Battlefield)
– For other games online-features are add-on functionality (Burnout)
– The number of player supported varies from game to game (genre)
• For consoles, Xbox Live and Playstation Network (PSN) are
driving forces for online game functionality/support.
• Xbox Live and PSN have initiated series of simpler online
games XBOX Live Arcade, and PSN games (often retro games).
• XNA from Microsoft enables independent developers to create
own online games distributed on Xbox Live.
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Main Challenges for Online
Gaming in General
• Latency (main challenge!)
– Ensure smooth gameplay and that other players move realistically
(not in steps, but in one motion).
– Ensure that variation in latency does not affect players
performance/score in the game.
• Bandwidth
– Ensure that variation in bandwidth does not affect players
performance/score in the game.
• Heterogeneity:
– Support various types of hardware (PC, consoles) and services
(Xbox Live, Playstation Network, etc)
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Mobile Online Gaming
• Mobile online game functionality is becoming more and more
common on Playstation Portable and Nintendo DS (add-on to
original game): E.g., Killzone: Liberation, Test Drive Unlimited
• Few online games for mobile phones:
– Online highscore lists
– Turn-based and slow-paced games
– MMOG on mobile phones in Japan: Samurai Romanesque
• Mobile Online Gaming has high potential as there are plenty of
users and the users are “always” online.
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MMOG/MMO
• Massively multiplayer online game (MMOG/MMO):
Computer game which is capable of supporting
hundreds or thousands of players simultaneously.
• Games played over the Internet
• Feature at least one persistent world.
• Enable players to cooperate and compete on a grand
scale.
• Most MMOGs require a monthly subscription fee.
• Huge success last decade
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Types of MMOGs (Massive
Multiplayer Online Games)
• MMORPG (Role-playing Game): Guild Wars, FF XI, WoW,
EverQuest.
• FPS (First-Person Shooter): Counterstrike, Call of Duty.
• RTS (Real-Time Strategy): Shattered Galaxy, Boundless
Planet, Dreamlords, Ballerium.
• MMODG (Dance/Rhythm Games): DANCE! Online, O2 Jam,
Audition Online.
• MMOR (Racing): Test Drive Unlimited, RaceLands, KartRider.
• MMOSG (Social/Strategy/Sports Game): Second Life, Home,
Empire.
• MMO Real-words simulations: flight-simulations, traffic
control, military, etc.
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Main Challenges for Massive
Multiplayer Online Games
• Scalability/bandwidth to servers! (Main challenge)
– Allow several players to play simultaneously in the same game world.
– Divide the world into zones served by separate servers.
– Run same game worlds/zones in parallel.
• Consistency
– Ensure that changes to the game world is consistently distributed among all
players.
• Latency
– Ensure that the players have a responsive gameplay and that game objects
move around smoothly.
• Bandwidth to clients
– Used to be a challenge when players used modem. With broadband
connections this is no longer a big challenge.
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The Effects of Latency
on User Performance in
Warcraft III
Nathan Sheldon, Eric Gerard, Seth Borg, Mark Claypool,
Emmanuel Agu
Computer Science Department
Worcester Polytechnic Institute
Worcester, MA, USA
http://www.cs.wpi.edu/~claypool/papers/war3/
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Network Games and Latency
• Latency degrades performance of interactive
applications
– Web-browsing – seconds
– Audioconference – 100’s of milliseconds
– First Person Shooters (FPS) – 100’s of milliseconds
• Real-Time Strategy (RTS)?
• Knowing effects of latency useful for
– Building better network games
– Building better networks to support games (QoS)
Effects of Latency on Warcraft III (RTS)
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Warcraft III Overview
RTS User Interaction
Components:
• Exploration
• Building
• Combat
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Exploration Map
Performance?
• Time
(to reach end)
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Building Map
Performance?
• Time
(to build technology tree)
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Combat Map
Performance?
• Games Won
• Unit Scores
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Controlling Latency
• Warcraft III uses client-server
– Set computer B as server (also a client)
– Set computer C or D as client
• NIST Net on computer A
– Induce latency [0 ms to 3500 ms]
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Building and Latency
Build Time vs. Latency
9:36
Linear (Time To Build)
R2 = 0.0516
9:21
Build Time (m:s)
Time To Build
9:07
8:52
8:38
8:24
8:09
7:55
7:40
0
500
1000
1500
2000
Latency (ms)
2500
3000
3500
4000
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Exploration and Latency
Time To Complete
Linear (Time To Complete)
Explore Time vs Latency
5:31
Explore Time (m:s)
2
R = 0.6334
5:16
5:02
4:48
4:33
4:19
4:04
3:50
0
200
400
600
Latency (ms)
800
1000
1200
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Combat and Latency (1)
Unit Score Difference
Unit Score Difference vs. Latency
3000
2000
1000
0
-1000
-2000
-3000
R2 = 0.0138
0
200
400
600
800
1000
Latency (ms)
1200
1400
1600
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Combat and Latency (2)
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Bandwidth LAN vs. Internet
3.8 Kbps
4.0 Kbps
6.8 Kbps
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User-Level Analysis
• 0-500 ms latency, users could easily adjust
• 800+ ms, game appeared erratic
– Degradation in gaming experience
• 500-800 ms degradation depended upon
– User
• More skilled were more sensitive
– Strategy
• Micro managers were more sensitive
• Combat managers were more sensitive
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Summary of the Effect of
Latency on RTS Games
• Typical Internet latencies do not significantly affect user
performance in Warcraft III
– Some effect on exploration
– No statistical effect on building or combat
• RTS game play emphasizes “strategy” (which takes 10s of
seconds or minutes), not “real-time”
• RTS games less sensitive to latency than are FPS
– RTS in QoS class similar to that of Web browsing
• At the network level:
– Small packets with low bandwidth
– Command aggregation at higher latencies