+ All Categories
Home > Technology > On the Sensitivity of Online Game Playing Time to Network QoS

On the Sensitivity of Online Game Playing Time to Network QoS

Date post: 01-Nov-2014
Category:
Upload: multimedia-networking-and-systems-laboratory
View: 1,651 times
Download: 1 times
Share this document with a friend
Description:
Online gaming is one of the most profitable businesses on the Internet. Among various threats to continuous player subscriptions, network lags are particularly notorious. It is widely known that frequent and long lags frustrate game players, but whether the players actually take action and leave a game is unclear. Motivated to answer this question, we apply survival analysis to a 1, 356-million-packet trace from a sizeable MMORPG, called ShenZhou Online. We find that both network delay and network loss significantly affect a player’s willingness to continue a game. For ShenZhou Online, the degrees of player “intolerance” of minimum RTT, RTT jitter, client loss rate, and server loss rate are in the proportion of 1:2:11:6. This indicates that 1) while many network games provide “ping time,” i.e., the RTT, to players to facilitate server selection, it would be more useful to provide information about delay jitters; and 2) players are much less tolerant of network loss than delay. This is due to the game designer’s decision to transfer data in TCP, where packet loss not only results in additional packet delays due to in-order delivery and retransmission, but also a lower sending rate.
Popular Tags:
22
On the Sensitivity of On the Sensitivity of Online Game Playing Time Online Game Playing Time to Network QoS to Network QoS Kuan-Ta Chen National Taiwan University Polly Huang Guo-Shiuan Wang Chun-Ying Huang Chin-Laung Lei Collaborato rs: INFOCOM 2006
Transcript
Page 1: On the Sensitivity of Online Game Playing Time to Network QoS

On the Sensitivity of Online On the Sensitivity of Online Game Playing Time to Network Game Playing Time to Network

QoSQoS

Kuan-Ta Chen

National Taiwan University

Polly HuangGuo-Shiuan WangChun-Ying HuangChin-Laung Lei

Collaborators:

INFOCOM 2006

Page 2: On the Sensitivity of Online Game Playing Time to Network QoS

2On the Network QoS-Sensitivity of Online Game Playing Times

Talk OutlineTalk Outline

Overview

Trace collection

Analysis and modeling of the relationship between session times and QoS

Implications and applications

Summary

Page 3: On the Sensitivity of Online Game Playing Time to Network QoS

3On the Network QoS-Sensitivity of Online Game Playing Times

MotivationMotivation

Real-time interactive online games are generally considered QoS-sensitive

Gamers always complain about high “ping-times” or network lags

Online gaming is increasly popular depsite the best-effort Internet

Q1: Are players really sensitive to network quality as they claim?

Q2: If so, how do they react to poor network quality?

Page 4: On the Sensitivity of Online Game Playing Time to Network QoS

4On the Network QoS-Sensitivity of Online Game Playing Times

Assessment of User SatisfactionAssessment of User Satisfaction

Internet

Path Latency Delay Jitter Loss Satisfaction

1 Good Poor Average ?

2 Average Good Poor ?

3 Poor Average Good ?

Which path can provide the best user experience?

Page 5: On the Sensitivity of Online Game Playing Time to Network QoS

5On the Network QoS-Sensitivity of Online Game Playing Times

Previous WorkPrevious Work

Evaluating the enjoyment of game playing in a controlled network environment

Real-life user behavior is not measurable in

a controlled experiment

RTT = XDelay Jitter = YPacket Loss = Z

Subjective evaluation is costly and not scalable

Objective evaluation is not generalizable

Shooting games: number of kills

Racing games: time taken to complete each lap

Strategy games: capital accumulated

Page 6: On the Sensitivity of Online Game Playing Time to Network QoS

6On the Network QoS-Sensitivity of Online Game Playing Times

Our ConjectureOur Conjecture

Poor Network Quality

Unstable Game Play

Less Fun

Shorter Game Play Time

affects

Verified by real-life game traces

Page 7: On the Sensitivity of Online Game Playing Time to Network QoS

7On the Network QoS-Sensitivity of Online Game Playing Times

Key Contributions / FindingsKey Contributions / Findings

Session time as a means to measure users’ feeling about network quality

Players are sensitive to network conditions (in terms of game playing time)

Proposed a time-QoS model to quantify the impact of network qualitylog(departure rate) / 1:27£ log(rtt) +0:68£ log(j itter) +

0:12£ log(closs) +0:09£ log(sloss)

Page 8: On the Sensitivity of Online Game Playing Time to Network QoS

8On the Network QoS-Sensitivity of Online Game Playing Times

神州 神州 OnlineOnline

It’s me

ShenZhou Online

A commercial MMORPG in Taiwan

Thousands of players online at anytime

TCP-based client-server architecture

Page 9: On the Sensitivity of Online Game Playing Time to Network QoS

9On the Network QoS-Sensitivity of Online Game Playing Times

Trace CollectionTrace Collection

Internet

Traffic Monitor

L3 switch

L2 switchL4 switch

Game & Database servers

Monitoringinterface

Managementinterface

Gig

abit

Eth

erne

t

Port forwarding

Game Traffic

(20 hours and 1,356 million packets)

Session # Avg. Time Top 20% Bottom 20%

15,140 100 min > 8 hours < 40 min

Page 10: On the Sensitivity of Online Game Playing Time to Network QoS

10On the Network QoS-Sensitivity of Online Game Playing Times

Round-Trip Times vs. Session TimeRound-Trip Times vs. Session Time

y-axis islogarithmic

Page 11: On the Sensitivity of Online Game Playing Time to Network QoS

11On the Network QoS-Sensitivity of Online Game Playing Times

Delay Jitter vs. Session TimeDelay Jitter vs. Session Time(std. dev. of the round-trip times)

Page 12: On the Sensitivity of Online Game Playing Time to Network QoS

12On the Network QoS-Sensitivity of Online Game Playing Times

Hypothesis Testing -- Effect of Loss Hypothesis Testing -- Effect of Loss RateRate

Null Hypothesis: All the survival curves are equivalent

Log-rank test: P < 1e-20

We have > 99.999% confidence claiming loss rates are correlated with game playing

times

high loss

low loss med loss

The CCDF of game session times

Page 13: On the Sensitivity of Online Game Playing Time to Network QoS

13On the Network QoS-Sensitivity of Online Game Playing Times

Effect of QoS Factors -- OverviewEffect of QoS Factors -- Overview

QoS Factor Significant? Correlation

Average RTT Yes Negative

Delay Jitter Yes Negative

Client Packet Loss Yes Negative

Server Packet Loss Yes Negative

Queueing Delay No N/A

(significant: p-value < 0.01)

Page 14: On the Sensitivity of Online Game Playing Time to Network QoS

14On the Network QoS-Sensitivity of Online Game Playing Times

Regression ModelingRegression Modeling

Linear regression is not adequateViolating the assumptions (normal errors, equal variance, …)

The Cox regression model provides a good fitLog-hazard function is proportional to the weighted sum of factors

Hazard function (conditional failure rate)

The instantaneous rate of quitting a game for a player (session)

h(t) = lim¢ t! 0

Pr[t · T < t + ¢ tjT ¸ t]

¢ t

(our aim is to compute )

¯

where each session has factors Z (RTT=x, jitter=y, …)

logh(tjZ) / ¯ tZ

Commonly used to model the effect of treatment on the survival time or relapse time of patients

Page 15: On the Sensitivity of Online Game Playing Time to Network QoS

15On the Network QoS-Sensitivity of Online Game Playing Times

Model FittingModel Fitting

must be conformed

Explore true functional forms of factors by goodness-of-fit and Poisson regression

A standard Poisson regression equation:

E(X ) = exp(¯ tZ)exp(intercept)

h(tjZ) = exp(¯ tZ)h0(t)

E[si ]= exp(¯ ts(Z))Z 1

0I (ti > s)h0(s)ds

All factors are better describing user departure rate in the logarithmic form

h(tjZ) / exp(¯ tZ)Human beings are known sensitive to the scale of physical magnitude rather than the magnitude itself

•Scale of sound (decibels vs. intensity)

•Musical staff for notes (distance vs. frequency)

•Star magnitudes (magnitude vs. brightness)

Page 16: On the Sensitivity of Online Game Playing Time to Network QoS

16On the Network QoS-Sensitivity of Online Game Playing Times

The Logarithm Fits Better (client packet loss The Logarithm Fits Better (client packet loss rate)rate)

Page 17: On the Sensitivity of Online Game Playing Time to Network QoS

17On the Network QoS-Sensitivity of Online Game Playing Times

Final Model & InterpretationFinal Model & Interpretation

Interpretation

A: RTT = 200 msB: RTT = 100 ms, other factors same as A

Hazard ratio between A and B: exp((log(0.2) – log(0.1)) × 1.27) ≈ 2.4

A will more likely leave a game (2.4 times probability) than B at any moment

Variable Coef Std. Err. Signif.

log(RTT) 1.27 0.04 < 1e-20

log(jitter) 0.68 0.03 < 1e-20

log(closs) 0.12 0.01 < 1e-20

log(sloss) 0.09 0.01 7e-13

Page 18: On the Sensitivity of Online Game Playing Time to Network QoS

18On the Network QoS-Sensitivity of Online Game Playing Times

How good does the model fit?How good does the model fit?

Observed average session times arealmost within the 95% confidence band

Page 19: On the Sensitivity of Online Game Playing Time to Network QoS

19On the Network QoS-Sensitivity of Online Game Playing Times

Relative Influence of QoS FactorsRelative Influence of QoS Factors

Latency = 20% Client packet loss = 20%

Delay jitter = 45% Server pakce loss = 15%

Earlier studies neglected the effect of delay jitters

Current games rely on only “ping times” to choose the best server

Client packets convey user commands

Server packets convey response and state updates

Page 20: On the Sensitivity of Online Game Playing Time to Network QoS

20On the Network QoS-Sensitivity of Online Game Playing Times

Applications of the Time-QoS ModelApplications of the Time-QoS Model

An index to quantify user intolerance of network quality:

Path Latency Jitter Loss rate

Risk

1 100 ms (G) 50 ms (P) 5% (P) -5.6

2 150 ms (A) 20 ms (G) 1% (A) -6.0

3 200 ms (P) 30 ms (A) 1% (A) -5.4

(Best choice)

log(departure rate) / 1:27£ log(rtt) + 0:68£ log(j itter) +

0:12£ log(closs) + 0:09£ log(sloss)

[Application 1] Optimizing user experience

Allocate more resources to players experience poor QoS

[Application 2] Design tradeoffs

Is it worth to sacrifice 20ms latency for reducing 10ms jitters?

[Application 3] Path selection

Page 21: On the Sensitivity of Online Game Playing Time to Network QoS

21On the Network QoS-Sensitivity of Online Game Playing Times

SummarySummary

Session time as a means to assess the impact of network quality on users in real-time applications

Game players are not only sensitive, but also reactive, to network conditions they experience

Proposed a time-QoS model as a utility function to optimize user experience and network infrastructure design

Page 22: On the Sensitivity of Online Game Playing Time to Network QoS

Thank You!Thank You!

Kuan-Ta Chen


Recommended