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作者(中文):范姜陶亞
作者(外文):Tao-Ya, Fan Chiang
論文名稱(中文):使用感興趣片段優化之遊戲實況服務
論文名稱(外文):Optimizing Live Game Streaming Platforms Using Segment-of-Interests
指導教授(中文):徐正炘
指導教授(外文):Cheng-Hsin, Hsu
口試委員(中文):黃俊穎
李哲榮
學位類別:碩士
校院名稱:國立清華大學
系所名稱:資訊工程學系
學號:103062586
出版年(民國):105
畢業學年度:104
語文別:英文
論文頁數:52
中文關鍵詞:遊戲實況
外文關鍵詞:live game streaming
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近年來遊戲實況串流平台大為流行,然而從近來的研究中顯示這一
些平台需要使用大量的網路流量,間接的導致不易提高使用者體驗。
在這一篇論文中我們提出了使用『感興趣片段』之概念的遊戲實況串
流平台, 並以此概念對平台進行優化。我們的平台使用從實況主以
及觀眾電腦中收集來的特徵, 結合當前最優秀之機器學習模型來自動
化的偵測目前實況影片的片段是不是會吸引觀眾的注意。在決定了
當前實況影片片段的重要性之後, 系統中可以使用的頻寬會以一個利
用『資料率失真理論』進行最佳化的方式來分配給感興趣的觀眾, 其
中會使用影片的片段重要性來作為要傳輸的影片品質依據。在這個系
統運作背後的理念為:唯有在觀眾正在注意實況影片時,才會發生降
低使用者體驗的情況。在我們的使用從現實世界中收集來的數據進行
的模擬顯示,在使用10次交叉驗證的條件下, 我們的SoI偵測演算法
在使用分類器偵測『感興趣片段』的F度量高達0.96,在使用迴歸器下
的平方度量高達0.87。而在針對資源分配的模擬實驗中我們的資源分
配演算法可以達到:(i)增進影片品質高達5 dB, (ii) 最高可以節省50
Gbps的頻寬使用率,以及(iii)該演算法可以有效率的完成資源分配決
定, 並且可以承受巨量的使用者。我們在本篇論文中介紹的平台是一
個開源平台, 可以被眾多研究者以及工程師使用來改進現有的遊戲實
況串流平台。
Live game streaming is tremendously popular, and recent reports indicate
that such platforms impose high traffic volume, leading to degraded user
experience. In this thesis, we propose a Segment-of-Interest (SoI) driven
platform, so as to optimize live game streaming. Our platform uses various
features collected from streamers and viewers combined with sophisticate algorithms
empowered by stat-of-the-art machine learning models to determine
if the current segments of gameplays attract viewers. Upon determining the
importance of individual segments, the limited bandwidth is allocated to the
interested viewers in a Rate-Distortion (R-D) optimized manner, where the
levels of segment importance are used as weights of game streaming quality.
The underlaying intuition is: viewer experience is degraded only when the
game streaming degradation is noticed by viewers. Evaluation results using
real world traces shows that our SoI detecting algorithms can correctly detect
SoI with up to 0.96 F-measure in classifier variant, and up to 0.87 R-squared
score in regressor variant using 10-fold evaluation. Simulation results show
the benefits of our proposed resource allocation solution: (i) it improves viewing
quality by up to 5 dB, (ii) it saves bandwidth by up to 50 Gbps, and (iii)
it efficiently performs resource allocation and scales to many viewers. Our
presented testbed is opensource and can be leveraged by researchers and engineers
to further improve live game streaming platforms.
Acknowledgments i
致謝ii
中文摘要iii
Abstract iv
1 Introduction 1
2 Proposed Architecture 5
3 Research Problems 7
3.1 Notations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.2 SoI Detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.3 Resource Allocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
4 SoI Detector 11
4.1 Solution Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
4.2 Dataset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
4.3 Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.4 Optimal Hyperparameter . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.5 SoI Detecting Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . 23
5 Resource Allocator 26
5.1 Formulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5.2 Proposed Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
5.3 Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5.4 Leveraging Features From Viewer . . . . . . . . . . . . . . . . . . . . . 29
6 An Opensource Testbed 32
7 Evaluations 40
7.1 SoI Detector Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
7.1.1 Evaluation Setup . . . . . . . . . . . . . . . . . . . . . . . . . . 40
7.1.2 Results From De,R And De,C . . . . . . . . . . . . . . . . . . . . 40
7.1.3 Results From SoI Simulator . . . . . . . . . . . . . . . . . . . . 41
7.2 Resource Allocator Evaluation . . . . . . . . . . . . . . . . . . . . . . . 42
7.2.1 Simulation Setup . . . . . . . . . . . . . . . . . . . . . . . . . . 42
7.2.2 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
8 Related Work 45
8.1 General Live Gaming Streaming Related Research . . . . . . . . . . . . 45
8.2 Large Scale Transcoding . . . . . . . . . . . . . . . . . . . . . . . . . . 46
8.3 Video Summarization, Highlight Detection and ROI . . . . . . . . . . . . 46
9 Conclusion and FutureWork 47
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