A novel cloud gaming framework using joint video and graphics streaming
Bibliographic record
Abstract
As the popularity of smart phones and tablets, users have an increasing desire to enjoy ubiquitous game playing. The emerging cloud gaming turns this desire into reality, enabling users to play games at anywhere on any devices. However, due to the huge amount of data transmission, it is challenging to provide a high quality game experience under the limited bandwidth capacity. In this paper, we propose a novel cloud gaming framework, in which we introduce two synchronized graphics buffers at both the server and the client sides. The server not only streams the compressed frames captured from game scenes, but also progressively transmits graphics data. The received graphics data is used to generate reference frames. When compressing the next frame, the cloud server will choose the reference frame with a lower residual error, from the previous frame and the current frame rendered from the graphics buffer. With the accumulation of graphics data, the frame rendered from the graphics buffer is close to the captured frame, which greatly reduces the transmission bit rates. Based on the proposed framework, we study the rate allocation problem, in which we optimize the allocated bit rates between the compressed frame and the graphics data to minimize the total distortion under the bandwidth constraint. Experimental results demonstrate that the proposed framework can optimally allocate bit rates to achieve a minimal distortion for cloud gaming compared to the traditional video streaming and graphics streaming approaches.
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How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.000 | 0.001 |
| Meta-epidemiology (narrow) | 0.001 | 0.000 |
| Meta-epidemiology (broad) | 0.001 | 0.001 |
| Bibliometrics | 0.001 | 0.001 |
| Science and technology studies | 0.001 | 0.000 |
| Scholarly communication | 0.001 | 0.001 |
| Open science | 0.002 | 0.001 |
| Research integrity | 0.001 | 0.001 |
| Insufficient payload (model declined to judge) | 0.003 | 0.000 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".