TY - GEN
T1 - Managing power for closed-source Android OS games by lightweight graphics instrumentation
AU - Dietrich, Benedikt
AU - Chakraborty, Samarjit
PY - 2012
Y1 - 2012
N2 - Power consumption and battery life are important design concerns for mobile platforms. On these devices games can be considered as one of the most demanding applications in terms of computational cost and consumed energy. In this demo we showcase Android-based power management for games. We reduce the power consumption of games by scaling the processor's voltage and frequency. Towards this, the game's future workload has to be predicted. To accurately predict the workload, previous work heavily instrumented the game's source code itself. The source code is typically not available for up-to-date Android games. The work presented in this paper does not require any modification of the game's source code and therefore can as well be applied to closed source games. Towards this, we utilize the game's communication interfaces with the operating system to accurately predict a game's workload. The approach presented in the following has been implemented and tested on the PandaBoard ES [12] and Galaxy Nexus mobile phone with a number of popular closed-source games. Measurements show significant power savings while the gaming experience is maintained.
AB - Power consumption and battery life are important design concerns for mobile platforms. On these devices games can be considered as one of the most demanding applications in terms of computational cost and consumed energy. In this demo we showcase Android-based power management for games. We reduce the power consumption of games by scaling the processor's voltage and frequency. Towards this, the game's future workload has to be predicted. To accurately predict the workload, previous work heavily instrumented the game's source code itself. The source code is typically not available for up-to-date Android games. The work presented in this paper does not require any modification of the game's source code and therefore can as well be applied to closed source games. Towards this, we utilize the game's communication interfaces with the operating system to accurately predict a game's workload. The approach presented in the following has been implemented and tested on the PandaBoard ES [12] and Galaxy Nexus mobile phone with a number of popular closed-source games. Measurements show significant power savings while the gaming experience is maintained.
UR - http://www.scopus.com/inward/record.url?scp=84873481835&partnerID=8YFLogxK
U2 - 10.1109/NetGames.2012.6404014
DO - 10.1109/NetGames.2012.6404014
M3 - Conference contribution
AN - SCOPUS:84873481835
SN - 9781467345781
T3 - Annual Workshop on Network and Systems Support for Games
BT - 2012 11th Annual Workshop on Network and Systems Support for Games, NetGames 2012
T2 - 2012 11th Annual Workshop on Network and Systems Support for Games, NetGames 2012
Y2 - 22 November 2012 through 23 November 2012
ER -