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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.
Citation preview
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
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
3Kuan-Ta Chen / Hints and Implications of Player Interaction
Motivation
Drawing Design Implications
from Players’ Interaction
for Designing More Responsive &
Scalable Online Games
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
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
6Kuan-Ta Chen / Hints and Implications of Player Interaction
Game Studied -- ShenZhou Online
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
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
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
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)
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)
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
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
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
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
16Kuan-Ta Chen / Hints and Implications of Player Interaction
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?
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
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two approacheslead to differentoverlays
two approacheslead to similaroverlays
either approachis OK
Network Topology View
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
19Kuan-Ta Chen / Hints and Implications of Player Interaction
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
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
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
22Kuan-Ta Chen / Hints and Implications of Player Interaction
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
NetGames 2006
Thank You!Thank You!
Kuan-Ta Chen
http://www.iis.sinica.edu.tw/~ktchen