skip to main content

Peningkatan quality of experience pada permainan online multiplayer berbasis Arduino dengan menggunakan MQTT server

Enhancing the quality of experience of Arduino-based multiplayer online game using MQTT server

Telkom University, Indonesia

Received: 30 May 2019; Revised: 13 Oct 2019; Accepted: 17 Oct 2020; Available online: 5 Nov 2019; Published: 31 Jan 2020.
Open Access Copyright (c) 2020 Jurnal Teknologi dan Sistem Komputer
Creative Commons License This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Citation Format:
Abstract
Online multiplayer games require internet networks to play with opposing players more exciting because multiple players can fight each other. The game experiences lag, which is expressed as the quality of experience (QoE), is one of the most common problems for online multiplayer games, causing the games less exciting to play. This study examined the implementation of Message Queue Telemetry Transport (MQTT) as a communication protocol in multiplayer online games using Arduino and compared its performance against HTTP. QoE used data collected using the mean opinion score (MOS) method. The MQTT resulted in an average QoE score of 3.9 (Pingpong) and 4 (TicTacToe) MOS units, while on HTTP 3.8 (PingPong and TicTacToe). The use of the MQTT communication protocol can improve the QoE of multiplayer online game players compared to HTTP.

Note: This article has supplementary file(s).

Fulltext View|Download |  Data Analysis
QoE & QoS Data
Subject Delay, Jitter, Retransmission, Duplicate
Type Data Analysis
  Download (14KB)    Indexing metadata
 Data Set
QoS and QoE Data
Subject
Type Data Set
  Download (16KB)    Indexing metadata
Email colleagues
Keywords: MQTT; HTTP; multiplayer online game; Arduino; quality of experience
Funding: Telkom University

Article Metrics:

  1. J. Xu, and B. W. Wah, “Consistent synchronization of action order with least noticeable delays in fast-paced multiplayer online games,” ACM Transactions on Multimedia Computing, Communications, and Applications, vol. 13, no. 1, pp. 1-25, 2016. doi: 10.1145/3003727
  2. K. Brunnström et al., “Qualinet white paper on definitions of quality of experience,” in the Fifth Qualinet Meeting, Novi Sad, Mar. 2013, pp. 1-25
  3. C. Gao, H. Shen, and M. A. Babar, “Concealing jitter in multi-player online games through predictive behaviour modeling,” in IEEE 20th International Conference on Computer Supported Cooperative Work in Design (CSCWD), Nanchang, China, May 2016, pp 62-67. doi: 10.1109/CSCWD.2016.7565964
  4. M. Amiri, K. P. Malik, H. A. Osman, and S. Shirmohammadi, “Game-aware resource manager for home gateways,” in 2016 IEEE International Symposium on Multimedia, San Jose, USA, Dec. 2016, pp 403-404. doi: 10.1109/ISM.2016.0091
  5. S. Choy, B. Wong, G. Simon, and C. Rosenberg, “A hybrid edge-cloud architecture for reducing on-demand gaming latency,” Multimedia Systems, vol. 20, pp. 503-519, 2014. doi: 10.1007/s00530-014-0367-z
  6. U. Lampe, Q. Wu, S. Dargutev, R. Hans, A. Miede, and R. Steinmetz, “Assessing latency in cloud gaming,” Communications in Computer and Information Science, vol. 453, pp 52-68, 2014. doi: 10.1007/978-3-319-11561-0_4
  7. S. P. Jaikar and K. R. Iyer, “A survey of messaging protocols for IoT systems,” International Journal of Advanced in Management, Technology and Engineering Sciences, vol. 8, no. 2, pp. 510-514, 2018
  8. S. Hardo, “Peningkatan quality of experience pada multiplayer online game berbasis mikrokontroler menggunakan HTTP web server,” Bachelor thesis, Telkom University, Indonesia, 2019
  9. S. Lee, H. Kim, D. Hong, and H. Ju, “Correlation analysis of MQTT loss and delay according to QoS level,” in 2013 International Conference on Information Networking, Bangkok, Thailand, Jan. 2013, pp 714-717. doi: 10.1109/ICOIN.2013.6496715
  10. T. Yokotani and Y. Sasaki, “Comparison with HTTP and MQTT on required network resources for IoT,” in 2016 International Conference on Control, Electronics, Renewable Energy and Communications, Bandung, Indonesia, Sept. 2016, pp 1-6. doi: 10.1109/ICCEREC.2016.7814989
  11. D. Thangavel, X. Ma, A. Valera, H. Tan, and C. Tan, “Performance evaluation of MQTT and CoAP via a common middleware,” in IEEE Ninth International Conference on Intelligent Sensors, Sensor Networks and Information Processing, Singapore, Singapore, Apr. 2014, pp. 1-6. doi: 10.1109/ISSNIP.2014.6827678
  12. N. Naik, “Choice of effective messaging protocols for IoT systems: MQTT, CoAP, AMQP and HTTP,” in 2017 IEEE International Systems Engineering Symposium, Vienna, Austria, Oct. 2017, pp. 1-7. doi: 10.1109/SysEng.2017.8088251
  13. E. Howard, C. Cooper, M. P. Wittie, S. Swinford, and Q. Yang, “Cascading impact of lag on quality of experience in cooperative multiplayer games,” in 13th Annual Workshop on Network and Systems Support for Games, Nagoya, Japan, Dec. 2014, pp. 1-6. doi: 10.1109/NetGames.2014.7008965
  14. T. Hoßfeld, P. Heegaard, M. Varela, S. Moller, “QoE beyond the MOS: an in-depth look at QoE via better metrics and their relation to MOS,” Quality and User Experience, vol. 1, pp. 1-23, 2016. doi: 10.1007/s41233-016-0002-1
  15. Mean opinion score (MOS) terminology, ITU-T Rec. P.800.1, 2016
  16. MQTT v5.0, OASIS standard, 2019. Available: https://docs.oasis-open.org/mqtt/mqtt/v5.0/
  17. Mean opinion score interpretation and reporting, ITU-T Rec. P.800.2, 2013

Last update:

  1. EdgeSL: Edge-Computing Architecture on Smart Lighting Control With Distilled KNN for Optimum Processing Time

    Aji Gautama Putrada, Maman Abdurohman, Doan Perdana, Hilal Hudan Nuha. IEEE Access, 11 , 2023. doi: 10.1109/ACCESS.2023.3288425

Last update: 2024-11-01 08:20:11

No citation recorded.