Cloud gaming is a class of services that promises to revolutionize the videogame market. It allows the user to play a videogame with essential equipment while using a remote server for the actual execution. The multimedia content is streamed through the network from the server to the user. Hence, this service requires low latency and a large bandwidth to work properly with low response time and high-definition video. Three of the leading tech companies (Google, Sony, and NVIDIA) entered this market with their products, and others, like Microsoft and Amazon, are also launching their platforms. However, these companies have released little information about their cloud gaming operation and how they utilize the network. In this work, we study cloud gaming services from the network point of view. We collect more than 200 packet traces under different application settings and network conditions from a broadband network to poor mobile network conditions, for 3 cloud gaming services, namely Stadia from Google, GeForce Now from NVIDIA and PS Now from Sony. We analyze the employed protocols and the workload that they impose on the network. We find that GeForce Now and Stadia use the RTP protocol to stream the multimedia content, with the latter relying on the standard WebRTC APIs. Depending on the network and video quality, they result in bandwidth-hungry services consuming up to 45 Mbit/s. PS Now instead uses only undocumented protocols and never exceeds 13 Mbit/s. 4G mobile networks can often sustain these loads, while traditional 3G connections struggle. The systems quickly react to deteriorated network conditions, and packet losses up to 5% do not cause a reduction in resolution.
5 February 2014 in IEEE Transactions on Control of Network Systems
This paper proposes a new measure of node centrality in social networks, the Harmonic Influence Centrality (HIC), which emerges naturally in the study of social influence over networks. Using an intuitive analogy between social and electrical networks, we introduce a distributed message passing algorithm to compute the HIC of each node. Although its design is based on theoretical results which assume the network to have no cycle, the algorithm can also be successfully applied on general graphs.
Free-Floating Car-Sharing (FFCS) services are a flexible alternative to car ownership. These transportation services show highly dynamic usage both over different hours of the day, and across different city areas. In this work, we study the problem of predicting FFCS demand patterns—a problem of great importance to the adequate provisioning of the service. We tackle both the prediction of the demand (i) over time and (ii) over space. We rely on months of real FFCS rides in Vancouver, which constitute our ground truth. We enrich this data with detailed socio-demographic information obtained from large open-data repositories to predict usage patterns. Our aim is to offer a thorough comparison of several machine-learning algorithms in terms of accuracy and ease of training, and to assess the effectiveness of current state-of-the-art approaches to address the prediction problem. Our results show that it is possible to predict the future usage with relative errors down to 10%, while the spatial prediction can be estimated with relative errors of about 40%. Our study also uncovers the socio-demographic features that most strongly correlate with FFCS usage, providing interesting insights for providers interested in offering services in new regions.