Proceedings of the 1st ACM Workshop on Networking, Systems, and Applications for Mobile Handhelds 2009
DOI: 10.1145/1592606.1592619
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Game action based power management for multiplayer online game

Abstract: Current mobile devices embrace a wide range of functionalities including high speed network support, hardware accelerated 3D graphics, and multimedia capabilities. These capabilities have boosted the interest for enabling multiplayer online games (MOG) support on such devices. However, the lack of similar growth in battery technology limits the usability of these devices for MOGs. In this paper, we present energy conservation techniques for highly interactive MOGs. These are games, such as firstperson shooters… Show more

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Cited by 21 publications
(15 citation statements)
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“…On the other hand, the graphics processing pipeline and the architecture of graphics processors were also exploited in [38] for power management of games. In a different direction, techniques that rely on user-interactions [4] or require the user to manually switch to a higher clock frequency whenever a drop in game quality is observed [24], [28] have also been proposed.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…On the other hand, the graphics processing pipeline and the architecture of graphics processors were also exploited in [38] for power management of games. In a different direction, techniques that rely on user-interactions [4] or require the user to manually switch to a higher clock frequency whenever a drop in game quality is observed [24], [28] have also been proposed.…”
Section: Related Workmentioning
confidence: 99%
“…Quake II was chosen for two reasons: i) We could compare our results to other related work that studied Quake II [4], [17], [20]. ii) Quake II uses software-based rendering and its engine forms the core of a variety of other games as mentioned above.…”
Section: Software-based Rendering Setupmentioning
confidence: 99%
“…These actions closely correlate with the amount of game-state updates required to maintain an acceptable end-user game experience. Our experiments and analysis about the effect of the game actions on the game-state updates with Quake-mobile is described in our previous work [1].…”
Section: A Resource Data Collector (Rdc)mentioning
confidence: 99%
“…PAL is defined as the number of keyboard or mouse (or other UI devices) activities per second. Higher PAL rates indicate more critical actions.The effect of PAL on game state is described in more detail in our previous work [1].…”
Section: A Resource Data Collector (Rdc)mentioning
confidence: 99%
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