game traffic analysis: an mmorpg perspective

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Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online games, MMORPGs (Massive Multiplayer Online Role Playing Games) have become the most popular among network gamers, and now attract millions of users who play in an evolving virtual world simultaneously over the Internet. To gain a better understanding of game traffic and contribute to the economic well-being of the Internet, we analyze a 1, 356-million-packet trace from a sizeable MMORPG called ShenZhou Online. This work is, as far as we know, the first formal analysis of MMORPG server traces. We find that MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In practice, the bandwidth requirement of MMORPGs is the lower of the two due to less real-time game playing. More distinctive features are the strong periodicity, temporal locality, irregularity, and self-similarity observed in MMORPG traffic. The periodicity is due to a common practice in game implementation, where game state updates are accumulated within a fixed time window before transmission. The temporal locality in game traffic is largely due to the game’s nature, whereby one action leads to another. The irregularity, which is unique to MMORPG traffic, is due to the diversity of the game’s design so that the behavior of users can vary drastically, depending on the quest at hand. The self-similarity of the aggregate traffic is due to the heavy-tailed active/idle activities of individual players. Moreover, we show that the arrival of game sessions within one hour can be modelled by a Poisson model, while the duration of game sessions is heavy-tailed.

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Game Traffic Analysis:Game Traffic Analysis:An MMORPG PerspectiveAn MMORPG Perspective

(MMORPG: Massive Multiplayer Online Role Playing Game)

Apr. 29, 2005

Kuan-Ta Chen, Polly Huang,

Chun-Ying Huang, Chin-Laung Lei

Department of Electrical EngineeringNational Taiwan University

Appeared in ACM NOSSDAV 2005 (15th International Workshop on Network and Operating System Support for Digital Audio and Video)

2Game Traffic Analysis: An MMORPG Perspective

Talk OutlineTalk Outline

Overviewnetwork game research

current status of MMORPG

Trace collection

Traffic characterization & their physical explanations

Conclusion

Future work

3Game Traffic Analysis: An MMORPG Perspective

Network Game ResearchNetwork Game Research

Traffic analysis and modelingpacket size/arrival process

connection time/arrival process

User behavior analysis and modelingsession time, session arrival process

session membership

The effects of network QoSaffect player duration?

affect arrival / departure rate?

affect overall score or running speed?

4Game Traffic Analysis: An MMORPG Perspective

Network Game Research (cont.)Network Game Research (cont.)

Dead reckoning (client-side prediction)

Interest management (preference clustering)

Server discovery mechanism(select a best game server)

Network infrastructuremulticast – group management

multi-tier (proxyed)

p2p / overlay networks

5Game Traffic Analysis: An MMORPG Perspective

MotivationMotivation

Network games contribute 3% -- 4% Internet traffic at backbones in 2000

MMORPGthe dominate network game genre in Asia

exhibit distinct features, such as• no explicit game rounds• no restrict on player number

6Game Traffic Analysis: An MMORPG Perspective

The The Increasing PopularityIncreasing Popularity of MMOGof MMOG

Figure curtsey of http://www.mmogchart.com/

7Game Traffic Analysis: An MMORPG Perspective

Popular GenresPopular Genres inin MMORPGMMORPG

Figure curtsey of http://www.mmogchart.com/

8Game Traffic Analysis: An MMORPG Perspective

Network Games in TaiwanNetwork Games in Taiwan

120 network games in 1st quarter, 2003

market value of 6,800 million NT dollars in 2003 fl 80% share of the whole PC game industry

Gamania (Lineage) owns > 4,000 Mbps links

R. O. has a record of 370,000 players online, equivalent to 1.5% of the population

9Game Traffic Analysis: An MMORPG Perspective

OnlineOnline

a mid-scale, commercial MMORPG in Taiwan

a typical Asia MMORPG ---Microsoft Windows platform (Windows 2000,MS SQL Server)

data communication based on TCP

(By the way) Issues on network protocolsUDP: Ultima Online (EA), Everquest series (SOE)

TCP: World of Warcraft (Blizzard)

no general agreement on the use of base protocol

神州神州 OnlineOnline

It’s me

11Game Traffic Analysis: An MMORPG Perspective

Trace Collection Trace Collection -- SetupSetup

a FreeBSD PCw/ tcpdump

Traffic Monitor

L3 switch

L2 switchL4 switch

Game & Database servers

Monitoringinterface

Managementinterface

Gig

abit

Eth

erne

t

Port forwarding

Game Traffic

12Game Traffic Analysis: An MMORPG Perspective

Trace Collection Trace Collection -- SummarySummary

Trace Sets Date Time

8/29/04 (Sun.) 15:00N2 2 8/30/04 (Mon.) 13:00 12 hr. ?

Drops

3 0.003%

Period

N1 8 hr.

Trace TCPConn.

Packets (in/out/both)

Bytes (in/out/both)

342M / 353M / 695M

4.7TB / 27.3TB / 32.0TB

N2 54,424 325M / 336M / 661M

4.7TB / 21.7TB / 26.5TB

57,945N1

1,356 million packets in total

13Game Traffic Analysis: An MMORPG Perspective

Term definitionTerm definition

The same rules apply to server traffic, server packets, and server data packets

Client traffic all traffic sent from clients

Client packets all packets sent from clientsClient data packets

all packets excluding “pure TCP ack packets” (40 bytes) sent from clients

14Game Traffic Analysis: An MMORPG Perspective

TrafficTraffic CharacterizationCharacterization

Tiny packets

Low bandwidth requirement

Temporal dependency in bothwithin-connection traffic

aggregate traffic

Periodicity and synchronization

15Game Traffic Analysis: An MMORPG Perspective

Payload size distribution Payload size distribution -- CDFCDF

client packets98% pkts’ payload ≤ 31 bytesthe most two modes occupy 90% fl certaincommands are popular

server packetsavg. payload size 114 bytes

contrast to the mean packet size 400 bytes observed in backbones

16Game Traffic Analysis: An MMORPG Perspective

The consequence of tiny packetsThe consequence of tiny packets

overhead of protocol in client traffic73% bytes are headers

30% bytes (38% pkts) are for pure TCP acks

The challenge on infrastructuresoverall avg. pkt size is 84 bytes

routers generally assume pkt size within 125 -- 250 bytes

when vendors claim 1 Gbps rate, they may indicate 5M pkt/sec for avg. pkt size = 200 bytes

17Game Traffic Analysis: An MMORPG Perspective

Packet load distributionPacket load distribution

< 5 pkt/sec for server data pkt in most of conn.

< 15 pkt/sec for 99% of conn.

18Game Traffic Analysis: An MMORPG Perspective

Bandwidth UsageBandwidth Usage

client traffic< 3 Kbps data

< 8 Kbps w/ ack

server traffic< 13 Kbps

<< 40 Kbps for a FPS (First Person Shooting) game, Counter-Strike

Similar to Warcraft III, aRTS (Realtime Strategy) Game

19Game Traffic Analysis: An MMORPG Perspective

Cannot Overlook the Traffic Cannot Overlook the Traffic ofof MMOGsMMOGs

R. O. in Taiwan announced a record of 370,000 online players

assuming each user use 10 Kbps fl total3.7 Gbps is required in average for just Agame.

20Game Traffic Analysis: An MMORPG Perspective

Packet Interarrivals within a ConnectionPacket Interarrivals within a Connection

User inputs is not Poisson

Temporal dependence exist in both client traffic and server traffic

21Game Traffic Analysis: An MMORPG Perspective

CDF of Packet Interarrival TimesCDF of Packet Interarrival Times

deviation from exponential distribution

22Game Traffic Analysis: An MMORPG Perspective

Diversity in User BehaviorsDiversity in User Behaviors

active player

common player

idle player

active player: close to exponential

idle player: uniform + determinist distr.

common player: in-between the two extremes

神州神州 OnlineOnline

These players are keeping stalls.

24Game Traffic Analysis: An MMORPG Perspective

CDF of Packet Interarrival TimesCDF of Packet Interarrival Times

50% are around 200 msfl signature of periodic message dispatch

25Game Traffic Analysis: An MMORPG Perspective

Temporal Locality in Client TrafficTemporal Locality in Client Traffic

ACF: auto-correlation functions

clustering nature in player actions

active actions: walking, fighting

inactive actions: talking, viewing equipments, trading, idle

26Game Traffic Analysis: An MMORPG Perspective

100 s 120 s 120 s 150 s30 s

400 s140 s

Clustered nature in user actionsClustered nature in user actions

Client packet inter-arrival times from a player

27Game Traffic Analysis: An MMORPG Perspective

Temporal Locality in Server TrafficTemporal Locality in Server Traffic

Server pkt primarily convey position updates

the rate of position updates depends on the number of nearby characters

28Game Traffic Analysis: An MMORPG Perspective

Spatial Locality in # of NeighborsSpatial Locality in # of Neighbors

Pos Neighbor #

(3,3) 1

(2,3) 2

…(1,1) 4

(1,2) 5

(1,3) 4

29Game Traffic Analysis: An MMORPG Perspective

Transformation: SpatialTransformation: Spatial Locality Locality toto Temporal LocalityTemporal Locality

t Neighbor #

1 1

2 2

3 1

…10 4

11 5

12 4

The spatial locality shows up in terms of temporal locality in the traffic as the characters move continuously on the map.

30Game Traffic Analysis: An MMORPG Perspective

Temporal locality in server trafficTemporal locality in server traffic

Server packet rates for a player

31Game Traffic Analysis: An MMORPG Perspective

Aggregate Packet ArrivalsAggregate Packet Arrivals

the aggregate packet arrival time seriescount the number of incoming/outgoing packets regardless of connections

take samples every 10 ms

Patterns identifiedtemporal dependence

periodicity

32Game Traffic Analysis: An MMORPG Perspective

ACF of aggregate server pkt arrivalsACF of aggregate server pkt arrivals

periodity: 200 ms

position updates are synchronous to all clients

incurring packet bursts

33Game Traffic Analysis: An MMORPG Perspective

ACF of aggregate client pkt arrivalsACF of aggregate client pkt arrivals

Positive temporal dependence up tothree minutes.

34Game Traffic Analysis: An MMORPG Perspective

The The ““flash crowdsflash crowds”” effectseffects

ACF for successive 3 minutes

Players are active simultaneously at times

“global events”lead to flash crowds effects

35Game Traffic Analysis: An MMORPG Perspective

Frequency Components in Server TrafficFrequency Components in Server Traffic

5 HzPSD: power spectral density

another proof of the 200 ms round

Servers seem to adapt frequency by certain metrics, such as number of nearby characters

Multiples of 5 Hz

36Game Traffic Analysis: An MMORPG Perspective

Frequency Components in Client TrafficFrequency Components in Client Traffic

by auto-walk and auto-attack timers

Adjust frequency by level/skill and weapons held

client timers are synchronized

6 Hz

Multiples of 6 Hz

Does the sync. lead to performance problems?

37Game Traffic Analysis: An MMORPG Perspective

ConclusionConclusion

Traffic characteristics & physical explanationsTiny packetsLow bandwidth requirement for individual clientNon-poisson user inputs (diversity of user behaviors)Temporal dependency in within-connection traffic (clustering nature in user inputs)Temporal dependency in aggregate traffic (flash crowds effects)Periodicity and synchronization(common implementation practice)

38Game Traffic Analysis: An MMORPG Perspective

Conclusion (cont.)Conclusion (cont.)

TCP maybe an overkill for MMORPG, e.g., in oveall client traffic

73% bytes used by TCP/IP headers

30% bytes used by pure TCP acks

39Game Traffic Analysis: An MMORPG Perspective

Future WorkFuture Work

assessment for impacts of network QoS

more traffic characterizationIdentify abnormal sessions, e.g., bots in Lineage & Ragnarok Online

Identify game traffic

performance evaluation

To provide a better network To provide a better network infrastructure for netgamesinfrastructure for netgames

Questions?Questions?

Thank You!Thank You!

kuan@ilife.cxhttp://kuan.ilife.cx/

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