Timely cloud gaming

Roy D. Yates, Mehrnaz Tavan, Yi Hu, Dipankar Raychaudhuri

Research output: Chapter in Book/Report/Conference proceedingConference contribution

25 Scopus citations


This work introduces a new model for cloud gaming systems aimed at optimizing the timeliness of video frames based on an age of information (AoI) metric. Mobile clients submit actions through an access network to a game server. The game server generates video frames at a constant frame rate. At the mobile device, the display of these frames represent game status updates. We develop a Markov model to characterize the frame delivery process in low-latency edge cloud gaming systems. Based on this model, we derive a simple formula for the average status age of a tightly synchronized low-latency mobile gaming system in which the inter-frame period is a significant contributor to the system latency. We validate the model by ns-3 simulation of a low-latency edge cloud gaming system. Our evaluation scenarios included single-player games as well as multi-player games in which the game processing was conducted by a combination of a centralized game server and edge cloud renderers.

Original languageEnglish (US)
Title of host publicationINFOCOM 2017 - IEEE Conference on Computer Communications
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781509053360
StatePublished - Oct 2 2017
Event2017 IEEE Conference on Computer Communications, INFOCOM 2017 - Atlanta, United States
Duration: May 1 2017May 4 2017

Publication series

NameProceedings - IEEE INFOCOM
ISSN (Print)0743-166X


Other2017 IEEE Conference on Computer Communications, INFOCOM 2017
Country/TerritoryUnited States

All Science Journal Classification (ASJC) codes

  • Computer Science(all)
  • Electrical and Electronic Engineering


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