PosterPDF Available

Achieving Green Computing in Video Games Using Power Measurements and Organic Computing Techniques (Poster)

Authors:
Achieving Green Computing in Video Games Using Power
Measurements and Organic Computing Techniques
Julien Lukasewycz
University of Duisburg-Essen, Germany
Problem
Are video games sustainable and green yet? NO, because…
1. …they aim for the best performance, holisc quality, and eciency on all plat-
forms, but not sustainability.
2. …in the research eld of green compung they are rather overlooked.
3. …not all devices running video games are opmized and researched equally
regarding energy eciency (e.g., mobile devices oen take precedence).
4. …a lack of methods as well as detailed data foundaons and stascs exists.
5. …developers oen have wrong mental models regarding power consumpon
of soware.
6. …gaming in California (USA) in 2016 used around 4.1
terawa-hours of electricity. This is roughly equal to:
700 million dollars in energy costs
1.5 million tons of CO2-equivalent emissions
46.8% of an average nuclear power plant [1]
5% of statewide residenal consumpon
usage of 10 million new refrigerators
Approach
I. Energy Awareness
Establish a baseline of current power consumpon in
video games
Develop a method and tool able to measure the power con-
sumpon of video games and their components ( )
Measure the power consumpon of concrete video games
and idenfy factors inuencing it ( )
Create a broad research data set and stascs ( )
II. Informedness
Make power consumpon data usable by developers
and players
Idenfy the informaon needed and the most eecve visu-
alizaon style of power data for developers and players ( )
Use measurement data in combinaon with esmaons or
benchmarks to predict power consumpon ( )
Implicitly trigger a learning eect by associang decisions
and their eects on power consumpon ( )
III. Self-Adaptability
Video games autonomously adapt their power
consumpon based on their state and environment
Use organic compung techniques that delegate and limit
resources based on the given task ( )
Make video games more adapve to the specic hardware
components of the device ( )
IV. Customizability
Let developers and players inuence the
self-adaptability behavior regarding power consumpon
Developers congure the inial power usage behavior of the
video game during development ( )
Players customize these inial conguraons to beer
match their device, environment, and preferences using sim-
ple decision quesons or more complex power sengs ( )
Video Game DeveloperPlayer
Power Profiler
Research Data Set
contributes
to
provides
data to
provides data to
VisualizationVisualization
presents
data to
presents
data to
provides data to
Adaptation Logic
provides
state to
adapts
and limits
resources
of
provides
data to
Operating SystemDevice
provides
data to
provides
data to
adapts settings of optimizes
provides initial configuration to
provides intentions
and preferences to
provides
data to
Device
learns learns
Research Data Set
provides
data to
Figure 1. Overview and relaon of our proposed concepts
References:
[1] U.S. Department of Energy, “Infographic: How much power does
a nuclear reactor produce?. https://www.energy.gov/ne/articles/
infographic-how-much-power-does-nuclear-reactor-produce, Mar. 2021.
Accessed: 25 Mar. 2025.
For all other references, please refer to the paper.
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Paper Poster
julien.lukasewycz@uni-due.de
https://vs.uni-due.de FDG 2025 - Vienna & Graz, Austria
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