network game research – introduction and counter- strike analysis mark claypool

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Network Game Research – Introduction and Counter-strike Analysis Mark Claypool

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Page 1: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Network Game Research –Introduction and Counter-

strike Analysis

Mark Claypool

Page 2: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Outline● Overview of Network Games● Net Games Conference● Research Issues● Analysis Counter-strike● Our Results

Page 3: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Why Study Games?● Rapidly increasing in popularity

– Forrester Research: 18 million on-line in 2001– Consoles on-line

● Playstation 2 on-line (9/2002)● Xbox Live (12/2002)

– Cell phones● Doom port (Nokia)

● Design networks to better accommodate traffic

Page 4: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Game Types● First Person Shooters

– Doom, Quake, Counter-strike, …● Massive Multi-Player Online Role Playing

– Everquest, Earth and Beyond, …● Real-Time Strategy

– Warcraft, Starcraft …● Other

– Misc – not any genre above● Example: Diablo2, Racing, …

– Non-networked● Example: Thief

– Multiplayer, but relaxed real time ● Example: Chess, Bridge

Page 5: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Net-Games - Workshop on Network and System Support for

Games● First was 2002 in Braunschweig, Germany

– http://wwwmc.tm.uni-karlsruhe.de/netgames2002/

● Second is in Redwood City, California– http://confman.eecs.umich.edu/netgames2003/

● Sponsored by:– ACM– Electronic Arts– Microsoft

Page 6: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Net-Games Program Committee– Sugih Jamin, University of Michigan (Chair)– Mostafa Ammar, Georgia Institute of Technology– Grenville Armitage, Swinburne University of Technology– John Buchanan, Electronic Arts– Jon Crowcroft, University of Cambridge– Christophe Diot, Sprintlabs– Wu-chang Feng, Oregon Health and Science University– Carsten Griwodz, University of Oslo– Jim Kurose, UMass at Amherst– John Laird, University of Michigan– Brian Neil Levine, UMass at Amherst– Martin Mauve, University of Mannheim– Hiroyuki Morikawa, University of Tokyo– Dan Rubenstein, Columbia University– Srinivasan Seshan, Carnegie Mellon University– Wilson Yuen, City University of Hong Kong– Lars Wolf, TU Braunschweig

Page 7: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Net-Games Topics● Multi-player game architectures and platforms ● Prevention and detection of cheating ● Games on mobile and resource-scarce devices ● AI and techniques for latency hiding ● Modeling, usage studies, and characterization ● Enabling protocols for networked games ● Systems support for authentication and

accounting ● Put research issues here

Page 8: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Provisioning On-line Games: A Traffic Analysis of a Busy

Counter-Strike Server

Wu-chang Feng, Francis Chang, Wu-chi Feng, Jonathan Walpole

Page 9: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Goal● Understand the resource requirements of

a popular on-line FPS (first-person shooter) game

Page 10: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Why FPS?● While there are other game types …● Gaming traffic dominated by first-person

shooter genre (FPS) [McCreary00]

Page 11: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Networked FPS lineage

Doom

Doom II Quake + QuakeWorld variants + Team Fortress + Capture the Flag

Quake II + Soldier of Fortune + Heretic II

Quake III Arena + Medal of Honor Allied Assault + Return to Castle Wolfenstein + Soldier of Fortune 2 + Jedi Knight II

Doom III

Half-Life + Counter-Strike + Day of Defeat + Urban Terror + Team Fortress Classic + Team Fortress 2

Unreal

Unreal Tournament

Unreal Tournament 2003 + America's Army: Operations

8 of top 10 games derivedfrom one of two lineages

Page 12: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

About the game...● Half-Life modification● Two squads of players competing in

rounds lasting several minutes● Rounds played on maps that are rotated

over time● Each server supports up to 32 players

Page 13: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

What is Counter-strike (CS)?

Page 14: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

What is Counter-strike (CS)?

Page 15: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

What is Counter-strike (CS)?

Page 16: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

About the game...● Centralized server implementation

– Clients update server with actions from players– Server maintains global information and

determines game state– Server broadcasts results to each client

● Sources of network traffic– Real-time action and coordinate information– Broadcast in-game text messaging– Broadcast in-game voice messaging– Customized spray images from players– Customized sounds and entire maps from

server

Page 17: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Why CS?

Neverwinter Nights

America's Army: Operations

Soldier of Fortune 2: Double Helix

Unreal Tournament 2003

Return to Castle Wolfenstein

Unreal Tournament

Battlefield 1942

Quake III Arena

MedalOfHonor: Allied Assault

Half-Life

0 20000 40000 60000 80000 100000

Serverspy FPS rankings (10/31/2002)

# of players

Page 18: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Why CS?

Action Half-Life

Front Line Force

Vampire Slayer

SvenCo-op

Firearms

The Specialists

Deathmatch

Team Fortress Classic

Day of Defeat

Counter-Strike

0 10000 20000 30000 40000 50000 60000 70000 80000

Serverspy HL mod rankings (10/31/2002)

# of players

Page 19: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

The Trace● cs.mshmro.com (129.95.50.147)

– Dedicated 1.8GHz Pentium 4 Linux server– OC-3– 70,000+ unique players (WonIDs) over last 4

months ● One week in duration 4/11 – 4/18● 500 million packets● 16,000+ sessions from 5800+ different

players

Page 20: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

A week in the life...

Page 21: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Variance time plot

(Normalized to base interval of 10ms)

Less variance < 50msRemains to 30 minDecreases above 30 min

Page 22: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Digging deeper

Interval size=10ms Interval size=50ms

● Periodic server bursts every 50ms– Game must support high interactivity– Game logic requires predictable updates to

perform lag compensation

Page 23: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Digging deeper● Low utilization every 30 minutes

– Server configured to change maps every 30 minutes

– Traffic evenly pegged otherwise....

Interval size=1sec Interval size=30min

Page 24: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Finding the source of predictability● Games must be fair across all mediums

(i.e. 56kers)– Aggregate predictability due to “saturation of

the narrowest last-mile link”

Page 25: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Packet sizes● Supporting narrow last-mile links with a high

degree of interactivity requires small packets– Clients send small single updates– Servers aggregate and broadcast larger global

updates

Page 26: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Implications● Routers, firewalls, etc. must be designed

to handle large bursts at millisecond levels– Game requirements do not allow for loss or

delay (lag)– Should not be provisioned assuming a large

average packet size [Partridge98]– If there are buffers anywhere, they must...

● Use ECN (no, doesn’t use TCP)● Be short (i.e. not have a bandwidth-delay product

of buffering)● Employ an AQM that works with short queues

– Rate-based not Queue-based

Page 27: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Implications● ISPs, game services

– Must examine “lookup” utilization in addition to link utilization

– Concentrated deployments of game servers may be problematic

● Large server farms in a single co-lo● America's Army, UT2K3, Xbox

Page 28: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

On-going work● Other pieces in the provisioning puzzle

– Aggregate player populations– Geographic distributions of players over time

(IP2Geo)

● Impact on route and packet classification caching

● Other FPS games– HL-based: Day of Defeat– UT-based: Unreal Tournament 2003, America's Army– Quake-based: Medal of Honor: Allied Assault– Results apply across other FPS games and

corroborated by other studies

Page 29: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Future work● Games as passive measurement infrastructure

– Only widespread application with continuous in-band ping information being delivered (measurement for free)

– “Ping times” of all clients broadcast to all other clients every 2-3 seconds

– 20,000+ servers, millions of clients

● Games as active measurement infrastructure– Thriving FPS mod community and tools– Server modifications [Armitage01]

● Other game types

Page 30: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Some Net-Games Research at WPI

● Mark Claypool, David LaPoint, and Josh Winslow. “Network Analysis of Counter-strike and Starcraft”, In Proceedings of the 22nd IEEE International Performance, Computing, and Communications Conference (IPCCC), Phoenix, Arizona, USA, April 2003. Online at: http://www.cs.wpi.edu/~claypool/papers/net-game/

● Compared FPS (Counter-strike) with RTS (Starcraft)

● Smaller number of traces● Controlled set of users

Page 31: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Our Results● Confirms packet sizes for Counter-strike● Starcraft results:

– Packets smaller– Linear increase with number of players

● Starcraft traffic much smoother (bandwidth usage) than Counter-strike– Counter-strike bursty during ‘fire-fights’

● (PEDS talk later)

Page 32: Network Game Research – Introduction and Counter- strike Analysis Mark Claypool

Network Game Research –Introduction and Counter-

strike Analaysis

Mark Claypool