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NetGames 2006 Network Game Design: Network Game Design: Kuan-Ta Chen, Academia Sinica Chin-Laung Lei, National Taiwan University Hints and Implications of Hints and Implications of Player Interaction Player Interaction

Network Game Design: Hints and Implications of Player Interaction

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While psychologists analyze network game-playing behavior in terms of players’ social interaction and experience, understanding user behavior is equally important to network researchers, because how users act determines how well network systems, such as online games, perform. To gain a better understanding of patterns of player interaction and their implications for game design, we analyze a 1, 356-millionpacket trace of ShenZhou Online, a mid-sized commercial MMORPG. This work is dedicated to draw out hints and implications of player interaction patterns, which is inferred from network-level traces, for online games. We find that the dispersion of players in a virtual world is heavy-tailed, which implies that static and fixed-size partitioning of game worlds is inadequate. Neighbors and teammates tend to be closer to each other in network topology. This property is an advantage, because message delivery between the hosts of interacting players can be faster than between those of unrelated players. In addition, the property can make game playing fairer, since interacting players tend to have similar latencies to their servers. We also find that participants who have a higher degree of social interaction tend to play much longer, and players who are closer in network topology tend to team up for longer periods. This suggests that game designers could increase the “stickiness” of games by encouraging, or even forcing, team playing.

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Page 1: Network Game Design: Hints and Implications of Player Interaction

NetGames 2006

Network Game Design:Network Game Design:

Kuan-Ta Chen, Academia Sinica

Chin-Laung Lei, National Taiwan University

Hints and Implications ofHints and Implications of

Player InteractionPlayer Interaction

Page 2: Network Game Design: Hints and Implications of Player Interaction

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

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 Clustered

Observation

If game players tend to be uniformly distributed over the game worldstatic and fixed-size partitioning of the game world is sufficient.

If game players tend to be clustered in the game worlddynamic and adaptive partitioning of the game world would be required.

Server 1 Server 2

Server 3

Server 1 Server 2

Server 3

Page 3: Network Game Design: Hints and Implications of Player Interaction

3Kuan-Ta Chen / Hints and Implications of Player Interaction

Motivation

Drawing Design Implications

from Players’ Interaction

for Designing More Responsive &

Scalable Online Games

Page 4: Network Game Design: Hints and Implications of Player Interaction

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

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

Page 5: Network Game Design: Hints and Implications of Player Interaction

5Kuan-Ta Chen / Hints and Implications of Player Interaction

Talk Outline

The question

Trace collection

Deriving user interaction

Analysis of user interaction (and its implications)

Conclusion

Page 6: Network Game Design: Hints and Implications of Player Interaction

6Kuan-Ta Chen / Hints and Implications of Player Interaction

Game Studied -- ShenZhou Online

Page 7: Network Game Design: Hints and Implications of Player Interaction

7Kuan-Ta Chen / Hints and Implications of Player Interaction

Game Trace Collection

Internet

Traffic Monitor

L3 switch

L2 switchL4 switch

Game & Database servers

Monitoringinterface

Managementinterface

Gig

abit

Eth

erne

t

Port forwarding

Game Traffic

trace conn. # 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

Page 8: Network Game Design: Hints and Implications of Player Interaction

8Kuan-Ta Chen / Hints and Implications of Player Interaction

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

Page 9: Network Game Design: Hints and Implications of Player Interaction

9Kuan-Ta Chen / Hints and Implications of Player Interaction

Extraction of Player Interaction

We would like to know …whether any two players are at the same placewhether any two players are teammates

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

We’ve proposed an algorithmbased on the correlations between the packet arrival processes

Page 10: Network Game Design: Hints and Implications of Player Interaction

10Kuan-Ta Chen / Hints and Implications of Player Interaction

Server packet rates imply the degree of PC/NPC

activities around the avatar

Example: Four Neighbors

Time (minutes)

Page 11: Network Game Design: Hints and Implications of Player Interaction

11Kuan-Ta Chen / Hints and Implications of Player Interaction

Client packet rates imply the degree of game play

activities of the avatar

Example: Four Teammates

Time (minutes)

Page 12: Network Game Design: Hints and Implications of Player Interaction

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

Talk Progress

The question

Trace collection

Deriving user interaction

Analysis of user interaction (and its implications)

player dispersion

network proximity

social interaction

Conclusion

Page 13: Network Game Design: Hints and Implications of Player Interaction

13Kuan-Ta Chen / Hints and Implications of Player Interaction

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

Page 14: Network Game Design: Hints and Implications of Player Interaction

14Kuan-Ta Chen / Hints and Implications of Player Interaction

Peer-to-Peer Games

Reducing server load more scalable

Faster response time

Audio/video communications

Client-server architecture Peer-to-peer architecture

Page 15: Network Game Design: Hints and Implications of Player Interaction

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

Overlay Construction

1

2

1

2

2

2

1

12

2

12

Network Topology ViewGame World View

How to construct overlay networks?

Goal: to optimize the overall transmission latency

i.e., how to pass information between the peer nodes?

?

?

??

?

the character played using the host

Page 16: Network Game Design: Hints and Implications of Player Interaction

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Design 1:

by network distance

Design 2:

by virtual world distance

Overlay Construction Alternatives

1

2

1

2

2

2

1

12

2

12

1

2

1

2

2

1

12

2

12

2

Network Topology View

Network Topology View

(optimize networklatency)

(connect frequently contact nodes)

Which design leads to more efficient overlays for online games?

Page 17: Network Game Design: Hints and Implications of Player Interaction

17Kuan-Ta Chen / Hints and Implications of Player Interaction

Similarity between The Two Approaches?

1

2

1

2

2

2

1

1 2

2

12

Network Topology View

Game World View

1

1

1

1

1

1

2

2 2

2

22

two approacheslead to differentoverlays

two approacheslead to similaroverlays

either approachis OK

Network Topology View

Page 18: Network Game Design: Hints and Implications of Player Interaction

18Kuan-Ta Chen / Hints and Implications of Player Interaction

Correspondence between Network Distance and Virtual World Distance

Observation

Players who are neighbors or teammates tend to be

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)

irrelevant playersneighborsteammates

Page 19: Network Game Design: Hints and Implications of Player Interaction

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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

Page 20: Network Game Design: Hints and Implications of Player Interaction

20Kuan-Ta Chen / Hints and Implications of Player Interaction

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

Page 21: Network Game Design: Hints and Implications of Player Interaction

21Kuan-Ta Chen / Hints and Implications of Player Interaction

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 groupsTeam size

Page 22: Network Game Design: Hints and Implications of Player Interaction

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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

Page 23: Network Game Design: Hints and Implications of Player Interaction

NetGames 2006

Thank You!Thank You!

Kuan-Ta Chen

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