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Network Game Design:

        Hints and Implications of
           Player Interaction

                     Kuan-Ta Chen, Academia Sinica

                Chin-Laung Lei, National Taiwan University



NetGames 2006
Observation

   User behavior is a key factor of how well a network system
     performs (and how should a system be designed)
     Example: Virtual World Partitioning Problem
                  Uniform distributed                         Server 1   Clustered     Server 2
    Server 1                                   Server 2




                          Server 3                                          Server 3

       If game players tend to be uniformlyin the gameover the game world
                                    clustered distributed world
           dynamic and adaptive partitioning of the game world sufficient. required.
           static and fixed-size partitioning of the game world is would be

Kuan-Ta Chen / Hints and Implications of Player Interaction                                       2
Motivation


                      Drawing Design Implications

                           from Players’ Interaction

                for Designing More Responsive &
                              Scalable Online Games


Kuan-Ta Chen / Hints and Implications of Player Interaction   3
What We’ve Done

   1.     Collecting game traces (packet-level)


   2.     Inferring user interaction from game traces
                  Who are interacting?
                  Where are the players?
                  How do they interact? (stay together or team up)


   3.     Studying the implications of user interaction on game
          design

Kuan-Ta Chen / Hints and Implications of Player Interaction          4
Talk Outline

               The question
               Trace collection
               Deriving user interaction
               Analysis of user interaction (and its implications)
               Conclusion




Kuan-Ta Chen / Hints and Implications of Player Interaction          5
Game Studied -- ShenZhou Online




Kuan-Ta Chen / Hints and Implications of Player Interaction   6
Game Trace Collection
                                                                                         Game Traffic

                                                Internet




                                                            Ethernet
                                                            Gigabit
                                        Management
                                         interface
                                                      L3 switch          Game & Database servers

                                               Monitoring
                                               interface

                                                  Port
                                               forwarding
                             Traffic Monitor                 L4 switch       L2 switch




           trace        conn. #                packets (in/out/both)                         bytes (in/out/both)
            N1          57,945                 342M / 353M / 695M                          4.7TB / 27.3TB / 32.0TB
            N2          54,424                 325M / 336M / 661M                          4.7TB / 21.7TB / 26.5TB

Kuan-Ta Chen / Hints and Implications of Player Interaction                                                          7
Why We Use Packet-Level Traces?

   Packet-level traces are much easier to obtain
        no modification to game servers is required
        recording packet traces does not increase the workload
        of game servers


   Player behavior inferred naturally connects to network-
     level factors, e.g., IP addresses and network latency



Kuan-Ta Chen / Hints and Implications of Player Interaction      8
Extraction of Player Interaction
   We would like to know …
    whether any two players are at the same place
    whether any two players are teammates

   For each player (game session), we have …
     a client packet arrival process
     a server packet arrival process

   We’ve proposed an algorithm
    based on the correlations between the packet arrival
    processes
Kuan-Ta Chen / Hints and Implications of Player Interaction   9
Example: Four Neighbors




                                                 Time (minutes)
        Server packet rates imply the degree of PC/NPC
        activities around the avatar
Kuan-Ta Chen / Hints and Implications of Player Interaction       10
Example: Four Teammates




                                               Time (minutes)
        Client packet rates imply the degree of game play
        activities of the avatar
Kuan-Ta Chen / Hints and Implications of Player Interaction     11
Talk Progress

               The question
               Trace collection
               Deriving user interaction
               Analysis of user interaction (and its implications)
                     player dispersion
                     network proximity
                     social interaction

               Conclusion

Kuan-Ta Chen / Hints and Implications of Player Interaction          12
Dispersion of Players

   The dispersion of players in the game world:
         well modeled by Zipf distributions
         30% of players gather in the top 1% of places


   Implications:
         static and fixed-size partitioning of the game world
         might be insufficient
         dynamic and adaptive partitioning algorithms should
         be used
Kuan-Ta Chen / Hints and Implications of Player Interaction     13
Peer-to-Peer Games

        Reducing server load                            more scalable
        Faster response time
        Audio/video communications




                   Client-server architecture                 Peer-to-peer architecture


Kuan-Ta Chen / Hints and Implications of Player Interaction                               14
Overlay Construction
              Game World View                                             Network Topology View

                                               the character played using the host
                                                                                                      2
                                                                      1                                       1
                                                                                  2




                                                                                              ?
                                                              2
                                                                          ?                   1
                                                                                                      ?
                                                                              2                               2
                                                                                          ?
                                                                  1       ?           2           1
                                                                                                          2



  How to construct overlay networks?
  Goal: to optimize the overall transmission latency
  i.e., how to pass information between the peer nodes?

Kuan-Ta Chen / Hints and Implications of Player Interaction                                                       15
Overlay Construction Alternatives

   Design 1:                                                                            2
                                                                1                           1
                                                                        2
   by network distance                                                          1
                                                        2           2                           2
   (optimize network
    latency)                                                1               2       1
                                                                                     2
          Which design leads to more efficient                  Network Topology View
   Design 2:  overlays for online games?
   by virtual world distance                                    1
                                                                                        2
                                                                                            1
                                                                        2
    (connect frequently                                                         1
                                                        2           2                           2
     contact nodes)
                                                            1               2       1
                                                                                            2

                                                                Network Topology View
Kuan-Ta Chen / Hints and Implications of Player Interaction                                         16
Similarity between The Two Approaches?
                                                Network Topology View

                                                  1                           2
                                                              2                   1
                                                                                          two approaches
           Game World View                                            1
                                                2                                     2   lead to different
                                                        2                                 overlays
                                                    1             2       1       2

                                              Network Topology View

                                                  1                           2
                                                              1                   2
                                                                                          two approaches
                                                                      2                   lead to similar
                                                1                                     2
                                                        1                                 overlays
                                                                  1                           either approach
                                                    1                     2       2       is OK

Kuan-Ta Chen / Hints and Implications of Player Interaction                                                   17
Correspondence between
         Network Distance and Virtual World Distance
   Observation                    irrelevant players
                                  neighbors
        Players who are neighbors or teammates tend to be
                                  teammates


        closer to each other in network topology
   Evidence 1: Players who have interaction tend to have
     closer IP addresses

   Evidence 2: Players who have interaction tend to have
     shorter network latencies (between them)



Kuan-Ta Chen / Hints and Implications of Player Interaction   18
Implications of Network Proximity
   For client-server architecture
        improves the fairness of game playing, as interacting
        players tend to have similar latencies to their servers


   For peer-to-peer architecture
        message delivery between the hosts of interacting
        players is faster
        opportunities for optimizing network latency between
        interacting players

Kuan-Ta Chen / Hints and Implications of Player Interaction       19
Effect of Network/Physical Distance

   Observation (for a group of players):
        network distance                          team play time


   Explanations and implications:
        real-life relationship carries over into the game;
        real-life interaction plays a key role in game play
           enriching in-game communication encourages
        players to be more involved in team play.
                                         diff/8      same/16 same/24 same/32


Kuan-Ta Chen / Hints and Implications of Player Interaction                    20
Effect of Social Interaction
   Observation:
        degree of social interaction                               game play time
        team size                 team play time


   Explanations and implications:
        due to the enjoyment derived from interaction and
        social bonds
        a game could be made stickier by encouraging the
        formation of large groups
                                                       Team size
Kuan-Ta Chen / Hints and Implications of Player Interaction                         21
Conclusion

   Packet-level traces
        easier to obtain
        feasible to extract user interaction
   Findings summarized
        partitioning of the virtual world should be dynamic
        network proximity of interacting game players
        games could be made more sticky by supporting in-
        game communication and encouraging team playing

Kuan-Ta Chen / Hints and Implications of Player Interaction   22
Thank You!


                           Kuan-Ta Chen

                http://www.iis.sinica.edu.tw/~ktchen



NetGames 2006

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Network Game Design: Hints and Implications of Player Interaction

  • 1. Network Game Design: Hints and Implications of Player Interaction Kuan-Ta Chen, Academia Sinica Chin-Laung Lei, National Taiwan University NetGames 2006
  • 2. Observation User behavior is a key factor of how well a network system performs (and how should a system be designed) Example: Virtual World Partitioning Problem Uniform distributed Server 1 Clustered Server 2 Server 1 Server 2 Server 3 Server 3 If game players tend to be uniformlyin the gameover the game world clustered distributed world dynamic and adaptive partitioning of the game world sufficient. required. static and fixed-size partitioning of the game world is would be Kuan-Ta Chen / Hints and Implications of Player Interaction 2
  • 3. Motivation Drawing Design Implications from Players’ Interaction for Designing More Responsive & Scalable Online Games Kuan-Ta Chen / Hints and Implications of Player Interaction 3
  • 4. What We’ve Done 1. Collecting game traces (packet-level) 2. Inferring user interaction from game traces Who are interacting? Where are the players? How do they interact? (stay together or team up) 3. Studying the implications of user interaction on game design Kuan-Ta Chen / Hints and Implications of Player Interaction 4
  • 5. Talk Outline The question Trace collection Deriving user interaction Analysis of user interaction (and its implications) Conclusion Kuan-Ta Chen / Hints and Implications of Player Interaction 5
  • 6. Game Studied -- ShenZhou Online Kuan-Ta Chen / Hints and Implications of Player Interaction 6
  • 7. Game Trace Collection Game Traffic Internet Ethernet Gigabit Management interface L3 switch Game & Database servers Monitoring interface Port forwarding Traffic Monitor L4 switch L2 switch trace conn. # packets (in/out/both) bytes (in/out/both) N1 57,945 342M / 353M / 695M 4.7TB / 27.3TB / 32.0TB N2 54,424 325M / 336M / 661M 4.7TB / 21.7TB / 26.5TB Kuan-Ta Chen / Hints and Implications of Player Interaction 7
  • 8. Why We Use Packet-Level Traces? Packet-level traces are much easier to obtain no modification to game servers is required recording packet traces does not increase the workload of game servers Player behavior inferred naturally connects to network- level factors, e.g., IP addresses and network latency Kuan-Ta Chen / Hints and Implications of Player Interaction 8
  • 9. Extraction of Player Interaction We would like to know … whether any two players are at the same place whether any two players are teammates For each player (game session), we have … a client packet arrival process a server packet arrival process We’ve proposed an algorithm based on the correlations between the packet arrival processes Kuan-Ta Chen / Hints and Implications of Player Interaction 9
  • 10. Example: Four Neighbors Time (minutes) Server packet rates imply the degree of PC/NPC activities around the avatar Kuan-Ta Chen / Hints and Implications of Player Interaction 10
  • 11. Example: Four Teammates Time (minutes) Client packet rates imply the degree of game play activities of the avatar Kuan-Ta Chen / Hints and Implications of Player Interaction 11
  • 12. Talk Progress The question Trace collection Deriving user interaction Analysis of user interaction (and its implications) player dispersion network proximity social interaction Conclusion Kuan-Ta Chen / Hints and Implications of Player Interaction 12
  • 13. Dispersion of Players The dispersion of players in the game world: well modeled by Zipf distributions 30% of players gather in the top 1% of places Implications: static and fixed-size partitioning of the game world might be insufficient dynamic and adaptive partitioning algorithms should be used Kuan-Ta Chen / Hints and Implications of Player Interaction 13
  • 14. Peer-to-Peer Games Reducing server load more scalable Faster response time Audio/video communications Client-server architecture Peer-to-peer architecture Kuan-Ta Chen / Hints and Implications of Player Interaction 14
  • 15. Overlay Construction Game World View Network Topology View the character played using the host 2 1 1 2 ? 2 ? 1 ? 2 2 ? 1 ? 2 1 2 How to construct overlay networks? Goal: to optimize the overall transmission latency i.e., how to pass information between the peer nodes? Kuan-Ta Chen / Hints and Implications of Player Interaction 15
  • 16. Overlay Construction Alternatives Design 1: 2 1 1 2 by network distance 1 2 2 2 (optimize network latency) 1 2 1 2 Which design leads to more efficient Network Topology View Design 2: overlays for online games? by virtual world distance 1 2 1 2 (connect frequently 1 2 2 2 contact nodes) 1 2 1 2 Network Topology View Kuan-Ta Chen / Hints and Implications of Player Interaction 16
  • 17. Similarity between The Two Approaches? Network Topology View 1 2 2 1 two approaches Game World View 1 2 2 lead to different 2 overlays 1 2 1 2 Network Topology View 1 2 1 2 two approaches 2 lead to similar 1 2 1 overlays 1 either approach 1 2 2 is OK Kuan-Ta Chen / Hints and Implications of Player Interaction 17
  • 18. Correspondence between Network Distance and Virtual World Distance Observation irrelevant players neighbors Players who are neighbors or teammates tend to be teammates closer to each other in network topology Evidence 1: Players who have interaction tend to have closer IP addresses Evidence 2: Players who have interaction tend to have shorter network latencies (between them) Kuan-Ta Chen / Hints and Implications of Player Interaction 18
  • 19. Implications of Network Proximity For client-server architecture improves the fairness of game playing, as interacting players tend to have similar latencies to their servers For peer-to-peer architecture message delivery between the hosts of interacting players is faster opportunities for optimizing network latency between interacting players Kuan-Ta Chen / Hints and Implications of Player Interaction 19
  • 20. Effect of Network/Physical Distance Observation (for a group of players): network distance team play time Explanations and implications: real-life relationship carries over into the game; real-life interaction plays a key role in game play enriching in-game communication encourages players to be more involved in team play. diff/8 same/16 same/24 same/32 Kuan-Ta Chen / Hints and Implications of Player Interaction 20
  • 21. Effect of Social Interaction Observation: degree of social interaction game play time team size team play time Explanations and implications: due to the enjoyment derived from interaction and social bonds a game could be made stickier by encouraging the formation of large groups Team size Kuan-Ta Chen / Hints and Implications of Player Interaction 21
  • 22. Conclusion Packet-level traces easier to obtain feasible to extract user interaction Findings summarized partitioning of the virtual world should be dynamic network proximity of interacting game players games could be made more sticky by supporting in- game communication and encouraging team playing Kuan-Ta Chen / Hints and Implications of Player Interaction 22
  • 23. Thank You! Kuan-Ta Chen http://www.iis.sinica.edu.tw/~ktchen NetGames 2006