Online games
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Transcript Online games
Internet Measurement
Online Games
1
Why Online Games?
One of the fastest growing areas of the Internet
More recently non-sequential and interactive
gaming has become popular
On-line games are big business
60% of all Americans play video games
Hosting games very costly (30% of revenue)
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Online Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
State of the Art
3
Online Games
Networked
Games
Measurement
Challenges
State of the Art
4
Game Measurement Properties
Different genres:
First Person Shooters (FPS)
Most popular type of online gaming
High real time requirements
Real Time Strategy (RTS)
Massive Multiplayer Online Role Playing Games
(MMORPGs)
Different Platforms: XBOX, PS, Nintendo
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Game Measurement Properties
Measured property
Why measured
Where measured
Traffic characterization
Growth patterns,
popularity
Across internet
Game system
architecture
Differences in
architecture
Across internet
Scalability
Provisioning,
performance
Varies with game genre
Real-time requirements
Game viability and
latency limitations
Game client
Manner of access
Mobility constraint
Client and server
locations
Session duration
State maintenance
server
6
Game Measurement Properties
Measured property
Why measured
Where measured
Traffic characterization
Growth patterns,
popularity
Across internet
Game system
architecture
Differences in
architecture
Across internet
Scalability
Provisioning,
performance
Varies with game genre
Real-time requirements
Game viability and
latency limitations
Game client
Manner of access
Mobility constraint
Client and server
locations
Session duration
State maintenance
server
7
Traffic Characterization
First property: Fraction of Internet traffic and individual popularity of
games
Sample traffic flowing to and from port numbers of games (like P2P)
Individual game characterization
Traditional metrics like size, inter-arrival time of packets
Behavioural differences between clients and server
Large amount of games trafiic take place over proprietary networks –
surveys used in these cases.
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Game Measurement Properties
Measured property
Why measured
Where measured
Traffic characterization
Growth patterns,
popularity
Across internet
Game system
architecture
Differences in
architecture
Across internet
Scalability
Provisioning,
performance
Varies with game genre
Real-time requirements
Game viability and
latency limitations
Game client
Manner of access
Mobility constraint
Client and server
locations
Session duration
State maintenance
server
9
Online Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
State of the Art
Game
System
Architecture
Centralized
Decentralized
Hybrid
10
Online Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
State of the Art
Game
System
Architecture
Decentralized
Hybrid
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Centralized Architecture 1
All interaction requests sent through a
central server
All clients not required to know movements
of all other clients at any given instant
Server decides what each client needs to
know
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Centralized Architecture 2
Server requirements:
•
High processing capability
•
High reliability
•
Low latency/packet loss between clients and server
Used to prevent cheating amongst clients
Most commonly used architecture today
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Centralized Architecture
Serve
r
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Server responsibilities
Authentication
Updating positions
Maintaining scores/information about players
and teams
Managing forming of teams
15
Online Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
State of the Art
Game
System
Architecture
Centralized
Hybrid
16
Decentralized architecture 1
Clients interact with each other directly
Proposed decentralized architectures:
MiMaze
Mercury
P2P-Support
Zoned Federations
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Decentralized architecture 2
Partial decentralization
•
Partitioning players and associated responsibility
into regions
Complete decentralization
•
Any peer in P2P network can carry out
authentication requirements to eliminate
cheating
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Decentralized Architecture
19
Online Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
State of the Art
Game
System
Architecture
Centralized
Decentralized
20
Hybrid Architecture
One example: Mirrored server
•
Each game has several distributed servers
•
Clients only communicate with one of these
•
FreeMMG
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Hybrid Architecture
22
Game Measurement Properties
Measured property
Why measured
Where measured
Traffic characterization
Growth patterns,
popularity
Across internet
Game system
architecture
Differences in
architecture
Across internet
Scalability
Provisioning,
performance
Varies with game genre
Real-time requirements
Game viability and
latency limitations
Game client
Manner of access
Mobility constraint
Client and server
locations
Session duration
State maintenance
server
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Scalability
Number of players that can simultaneously participate in a
networked game
Typical numbers
<10 for RTS (Real Time Strategy)
10-30 FPS (First Person Shooter)
Thousands in MMOGs (Massively Multiplayer Online Games)
Increased users increased delays
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Game Measurement Properties
Measured property
Why measured
Where measured
Traffic characterization
Growth patterns,
popularity
Across internet
Game system
architecture
Differences in
architecture
Across internet
Scalability
Provisioning,
performance
Varies with game genre
Real-time requirements
Game viability and
latency limitations
Game client
Manner of access
Mobility constraint
Client and server
locations
Session duration
State maintenance
server
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Real-time requirements
Often the limiting factor in viability of a game
Varying requirements for latency and packet loss
Even within a single networked game, different
objects may require different real-time
standards
e.g., high accuracy sniper rifle vs. machine gun
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Lightening Gun in Unreal Tournament
27
Game Measurement Properties
Measured property
Why measured
Where measured
Traffic characterization
Growth patterns,
popularity
Across internet
Game system
architecture
Differences in
architecture
Across internet
Scalability
Provisioning,
performance
Varies with game genre
Real-time requirements
Game viability and
latency limitations
Game client
Manner of access
Mobility constraint
Client and server
locations
Session duration
State maintenance
server
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Manner of access
Wired and Mobile Environment
Physical location of client can be used
Increasing popularity of GPS and Bluetooth devices
Require accurate client location abilities
Active Bat, Cricket (indoor location systems), Human
Pacman
Most games require wired environment for lower
latency/packet loss
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Human Pacman
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Game Measurement Properties
Measured property
Why measured
Where measured
Traffic characterization
Growth patterns,
popularity
Across internet
Game system
architecture
Differences in
architecture
Across internet
Scalability
Provisioning,
performance
Varies with game genre
Real-time requirements
Game viability and
latency limitations
Game client
Manner of access
Mobility constraint
Client and server
locations
Session duration
State maintenance
server
31
Single session vs. Multi-session
Single session
User connects, plays, then exits game
More common among older games
Multi-session gaming
User logs in, plays, stalls session until next game
Value of character can grow or ebb during time
Increases necessity for network performance
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World of Warcraft
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Online Games
Games and
Measurement
Properties
Hidden Data
State of the Art
Hidden
Layers
Tools
34
Networked Games Measurement Challenges
Measurement challenges are significantly
different from DNS or Web High
interactivity, lower tolerance for errors and
delays
Harder to simulate user traffic via programs
Diversity of possible user action
Less datasets
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Online Games
Games and
Measurement
Properties
State of the Art
Hidden
Layers
Tools
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Hidden Data
Skill levels of users
impacts importance of latency/packet loss/etc.
No uniform way to measure impact of network problems
Information about game server rarely public, difficult to
reverse engineer (e.g. Algorithm server use to arbitrate jobs)
Downloading of new content can effect performance
Fortunately, usually no intermediaries between client and
server
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Online Games
Games and
Measurement
Properties
Hidden Data
State of the Art
Tools
38
Hidden Layers 1
Games typically involve authentication, setting up
parameters, playing, and quitting
One or more steps may be avoided by suspending the state and
continuing from a previous session
Authentication generally done via TCP handshake
Game actions usually sent over UDP or TCP
Downloads of game updates sent over TCP
Less complex than short session applications (e.g., Web)
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Hidden Layers 2
Quality of game effected by: Network, Client, Server, I/O
Devices
Delays cause different users to react differently
Delays on server end factored into measuring delays from
player's view
Team games add more complexity to measurements
Time of game effects impact of adverse network conditions
Location of player changes effect of network problems
40
Online Games
Games and
Measurement
Properties
Hidden Data
State of the Art
Hidden
Layers
41
Tools 1
Ping used to measure latency, latency radius
(number of active players within latency threshold)
Tcpdump for passive recording of game traffic
Geographic mapping tools used to locate game
servers
RTT measured at time of special events such as a
player dying
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Tools 2
Traditional passive measurement
•
•
•
•
•
Average bandwidth
Packet inter-arrival time
Packet count and size
Number of attempted/successful connections
Unique clients
Non-traditional measurement tools
•
•
GameSpy tool used to report number of players
associated with game server
Qstat which display game server status
43
Online
Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
Architectural
Issues
Traffic
Characterizatio
n
Impact of
Network
Effects
Synthetic
Traffic Models
Generated
Mobile Game
Environments
44
Online
Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
Traffic
Characterizatio
n
Impact of
Network
Effects
Synthetic
Traffic Models
Generated
Mobile Game
Environments
45
Architecture Issues
Decentralized Game Architecture
MiMaze Game: Decentralized server
research
IP Multicast used for player moves
Latency limited to 100ms
Not a popular architecture
Presence of cheating
Lack of a synchronous view by all players
46
Online
Games
Games and
Measurement
Properties
Architectural
Issues
Networked
Games
Measurement
Challenges
Impact of
Network
Effects
Synthetic
Traffic Models
Generated
Mobile Game
Environments
47
Traffic Characterization
Some Characteristics / Quake and UT
Examined characteristics
Inter-arrival time of packets
Size of packets
Differences between client and server were examined
Data gathered passively using DAG cards (packet
capturing hardware)
Client packets were more numerous but smaller
than server packets in Quake
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Traffic Characterization
Resource Requirements of Game Server / Counter Strike
Half a billion packets captured in 1 week from ~6000 players
Showed that updates must be predictable to compensate lag
Client/server packets maintained properties from Quake study
Regular traffic bursts are quite likely
Packets size vary
Active clients sent relatively uniform load
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Traffic Characterization
Player behaviour / Half-Life and Quake
Player behaviour studied across a few thousand servers
How many players
How long they connected
Time-of-day effects game traffic
Players joined games with higher numbers of players
Duration a player continue to play appears to be independent
of number of players
Inter-arrival times of player follows a heavy-tailed
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Time-of-day effects game traffic
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Traffic Characterization
Session time / Counter Strike
Traces of one-week were gathered with GameSpy
Number of players
Session
Duration
Unlike most applications, session times followed a Weibull
distribution
Most players played for short durations
Testing new features of game
Study showed difficulty of generalizing network games
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Session Time/Probability Chart
53
Online
Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
Architectural
Issues
Traffic
Characterizatio
n
Synthetic
Traffic Models
Generated
Mobile Game
Environments
54
Impact of Network Effects
Network Latency / Quake 3
Used servers in California and London
Intentionally masked London server as
California location
Found players chose servers closer to them
geographically
Bottleneck last mile between user and ISP
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Impact of Network Effects
Unreal Tournament
Emulating packet loss and latency according to
live server data
Found no significant difference in ability to
move due to packet loss (prediction
compensation)
Even 100ms latency caused drop in perceived
performance
56
Online
Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
Architectural
Issues
Traffic
Characterizatio
n
Impact of
Network
Effects
Mobile Game
Environments
57
Synthetic Traffic Models Generated
Each game must be examined and synthesized separately
Representative set of players must be found and data
captured over a period of time
Skill of players will effect data
Typical information gathered
number of packets
packet length
Inter-arrival time
server response time
58
Online
Games
Games and
Measurement
Properties
Networked
Games
Measurement
Challenges
Architectural
Issues
Traffic
Characterizatio
n
Impact of
Network
Effects
Synthetic
Traffic Models
Generated
59
Mobile Environment
Human Pacman, Can You See Me Now?
Few measurements so far
Study on GAV (GPL Arcade Volleyball) game
ported to PDA found that wireless
environment could not support real time
requirements of GAV
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