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Abstract
Eduardo Cuervo, in his PhD dissertation, proposed Kahawai, an alternative approach to cloud-gaming. In Kahawai, the client is not treated simply as a dumb-terminal. Instead, it performs part of the rendering in conjunction with the cloud-server, and the results from both computations are finally used to create the high-quality output at the client. This technique significantly reduces the amount of network bandwidth used compared to the pure thin-client approach.
In my RIP, I will extend Kahawai to networked multiplayer games. In general, the playability of such games is most affected by latency: the amount of time taken for the user to receive a response to her in-game actions. The higher the latency, the more unplayable the game becomes. In a cloud-gaming setting, the cloud-server adds latencies to games, even if they are single-player games. Hence, the main challenge in my RIP is in minimizing latencies to enable enjoyable multiplayer games in Kahawai.