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System Architecture for Billing of Multi- Player Games in a Wireless Environment using GSM/UMTS and WLAN Services Femi Adeyemo 11/21/02
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Outline Introduction and Motivation System Architecture Protocol For Game Initiation and Score Submission Network Provider’s Perspective Conclusion
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Definitions UMTS Short 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 network GGSN (Gateway GPRS Support Node) is the translator between external networks (ex. the Internet) and UMTS. SGSN (Serving GPRS Support Node) performs authentication procedures on UMTS
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Definitions GSM Short 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.cellular TDMA WLAN Acronym 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.local-area networknodes
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Introduction and Motivation Market 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 service UMTS is necessary in this architecture in order for wireless vertical communication to be conducted. (Discuss later)
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Introduction cont’d Differences between wireless and wired multi-player games The platform and network requirements: The PCs or labtops have larger display formats than the existing mobile phones Wired games require very tight jitter and delay, i.e., small ping times Wireless players that are connected to the Internet via a GSM air interface typically experience round trip delays around 2.4 sec.
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Introduction cont’d Even 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 network First, 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.
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System Architecture Multi-Player Network Wireless Overlay Communication System (WOCS) Billing Entity Gaming Service Provider IP Backbone
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Multi-Player Network The network is used by a multi-player group, which consists of multiple users The 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.
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Multiple-Player Network Cont’d Interface towards the WOCS is referred to as vertical communication The terminal which was chosen to communicate over both the vertical and the horizontal connection is referred to as Bridging Terminal Multi-player network is characterized by its topology Ad-hoc Topology Topology that involves communication over multiple wireless hops Cellular Topology Topology where all players in the multi-player group can communicate in one hop with the bridging terminal.
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Multi-Player Network Cont’d
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Wireless Overlay Communication System This 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.
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Billing Entity Two Billing Approaches Separate 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 Charging Indirect Charging Transparent 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.
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Billing Entity cont’d
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Game Service Provider The 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 Backbone It is the Internet with standard IP services. Both the WOCS and the game service providers are connected to the IP backbone
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Protocol For Game Initiation and Score Submission
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Network Provider’s Perspective With 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 games Separate, they both have their advantages and disadvantages: Advantage: Security and billing in 3G systems High-speed service in WLANs Disadvantage: Limited bandwidth service in 3G systems No billing infrastructure in WLANs
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Conclusion This architecture consist of UMTS and WLAN networks This 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 scores. This design allows network providers the possibility of offering new revenue-rich services in the wireless format.
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