Energy-efficient gaming on mobile devices using dead reckoning-based power management

R. Cameron Harvey, Ahmed Hamza, Cong Ly, Mohamed Hefeeda

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

8 Citations (Scopus)

Abstract

We address the issue of how to reduce energy consumption of the wireless interface during multiplayer gaming sessions on mobile devices. Reducing energy consumed by the wireless interface is achieved by putting it in a low-energy state when it is not used. We leverage the dead reckoning technique used in existing games. In dead reckoning, future locations of objects in a game are estimated based on their current locations and velocities. The difference between the extrapolated and true locations is known as the dead reckoning error. We propose an algorithm that employs the dead reckoning error rate to dynamically control the state of the wireless interface. We implement our algorithm into a dead reckoning simulator that is based on a real open-source game. Our experimental results show that the proposed algorithm can achieve up to 36% energy savings for mobile devices. Our proposed algorithm is practical because it does not require much additional code and it allows easy integration with existing games.

Original languageEnglish
Title of host publication2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010
DOIs
Publication statusPublished - 1 Dec 2010
Externally publishedYes
Event2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010 - Taipei, Taiwan, Province of China
Duration: 16 Nov 201017 Nov 2010

Other

Other2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010
CountryTaiwan, Province of China
CityTaipei
Period16/11/1017/11/10

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ASJC Scopus subject areas

  • Computer Networks and Communications
  • Human-Computer Interaction
  • Software

Cite this

Harvey, R. C., Hamza, A., Ly, C., & Hefeeda, M. (2010). Energy-efficient gaming on mobile devices using dead reckoning-based power management. In 2010 9th Annual Workshop on Network and Systems Support for Games, NetGames 2010 [5679572] https://doi.org/10.1109/NETGAMES.2010.5679572