System Architecture for Billing of Multi-Player Games in a Wireless Environment using GSM/UMTS and WLAN ServicesOutlineDefinitionsSlide 4Introduction and MotivationIntroduction cont’dSlide 7System ArchitectureMulti-Player NetworkMultiple-Player Network Cont’dMulti-Player Network Cont’dWireless Overlay Communication SystemBilling EntityBilling Entity cont’dPowerPoint PresentationProtocol For Game Initiation and Score SubmissionNetwork Provider’s PerspectiveConclusionQuestions?System Architecture for Billing of Multi-Player Games in a Wireless Environment using GSM/UMTS and WLAN ServicesFemi Adeyemo11/21/02OutlineIntroduction and MotivationSystem ArchitectureProtocol For Game Initiation and Score SubmissionNetwork Provider’s PerspectiveConclusionDefinitionsUMTSShort for Universal Mobile Telecommunications System, a third generation mobile technology that will deliver broadband information at speeds up to 2Mbits/sec. GPRS (General Packet Radio Service) is a platform designed for packet-data traffic in UMTS. UMTS core networkGGSN (Gateway GPRS Support Node) is the translator between external networks (ex. the Internet) and UMTS.SGSN (Serving GPRS Support Node) performs authentication procedures on UMTSDefinitionsGSMShort for Global System for Mobile Communications, one of the leading digital cellular systems. GSM uses narrowband TDMA, which allows eight simultaneous calls on the same radio frequency. WLANAcronym for wireless local-area network. Also referred to as LAWN. A type of local-area network that uses high-frequency radio waves rather than wires to communicate between nodes.Introduction and MotivationMarket research finds that mobile commerce for 3G wireless systems and beyond will be dominated by basic human communication (such as messaging, voice, video communication) and mobile entertainment (gaming, gambling).Games played by multiple users, each using a wireless terminal(eg. PDA), have tremendous revenue potential for next generation wireless system.A system architecture is developed to enable high-quality games among multiple wireless users and at the same time enabling network service providers and game service providers to charge for the gaming serviceUMTS is necessary in this architecture in order for wireless vertical communication to be conducted. (Discuss later)Introduction cont’dDifferences between wireless and wired multi-player gamesThe platform and network requirements: The PCs or labtops have larger display formats than the existing mobile phonesWired games require very tight jitter and delay, i.e., small ping timesWireless players that are connected to the Internet via a GSM air interface typically experience round trip delays around 2.4 sec.Introduction cont’dEven though 3G wireless systems may provide smaller round trip delays, it is generally expected that they will still not meet the tight delay requirements of multi-player games.Motivation for using UMTS networkFirst, many players participating in multi-player games express interest in playing these games from a wireless platform.Helps in eliminating the procedure of re-registering to the game service provider.System ArchitectureMulti-Player NetworkWireless Overlay Communication System (WOCS)Billing EntityGaming Service ProviderIP BackboneMulti-Player NetworkThe network is used by a multi-player group, which consists of multiple usersThe wireless terminals in the multi-player network have at least one common air interface(s).This interface is used for the communication among the wireless terminals. This is referred to as horizontal communication.Multiple-Player Network Cont’dInterface towards the WOCS is referred to as vertical communicationThe terminal which was chosen to communicate over both the vertical and the horizontal connection is referred to as Bridging TerminalMulti-player network is characterized by its topologyAd-hoc TopologyTopology that involves communication over multiple wireless hopsCellular TopologyTopology where all players in the multi-player group can communicate in one hop with the bridging terminal.Multi-Player Network Cont’dWireless Overlay Communication SystemThis system enables wireless terminals with the adequate air interface to connect anytime and anywhere within the coverage of the WOCS via the IP backbone network to the game service providers.WOCS enables secure wireless downloading of new games or game data offered by the game service provider to wireless terminals.Can facilitate the forming of multi-player groups if it supports location services.Billing EntityTwo Billing ApproachesSeparate Billing: The customer has a contract with the WOCS provider and one or multiple separate contract(s) with one or multiple game service provider(s). WOCS charges the user for the use of the vertical connection.Direct ChargingIndirect ChargingTransparent Billing: The WOCS billing entity is used both for the billing for the vertical connection as well as for the billing for the gaming service.Billing Entity cont’dGame Service ProviderThe game service provider authenticates each user for each new instantiation of the game.After the authentication, the game service provider activates the requested game.The game itself runs on the wireless terminal and not on the game service provider’s computing facilities.Mechanisms to reduce the possibilities of hacking.IP BackboneIt is the Internet with standard IP services. Both the WOCS and the game service providers are connected to the IP backboneProtocol For Game Initiation and Score SubmissionNetwork Provider’s PerspectiveWith the combination of both technologies, UMTS and WLAN, customers are able to enjoy high-quality multi-player games in the wireless format while enabling game service providers to charge for the gamesSeparate, they both have their advantages and disadvantages:Advantage:Security and billing in 3G systemsHigh-speed service in WLANsDisadvantage:Limited bandwidth service in 3G systemsNo billing infrastructure in WLANsConclusionThis architecture consist of UMTS and WLAN networksThis protocol allows users to enjoy multi-player games while not being tied down by a cable connection.The network providers resources are only used for authentication of users, billing, and the exchange of gaming
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