Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server Wu-chang Feng, Francis Chang, Wu-chi Feng, Jonathan Walpole.

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Presentation transcript:

Provisioning On-line Games: A Traffic Analysis of a Busy Counter-Strike Server Wu-chang Feng, Francis Chang, Wu-chi Feng, Jonathan Walpole

Goal ● Understand the resource requirements of a popular on-line FPS (first-person shooter) game

Why games? ● Rapidly increasing in popularity – Forrester Research: 18 million on-line in 2001 – Consoles on-line ● Playstation 2 on-line (9/2002) ● Xbox Live (12/2002) – Cell phones ● Nokia Doom port (yesterday)

Why FPS? ● Gaming traffic dominated by first-person shooter genre (FPS) [McCreary00]

Why CS?

Networked FPS lineage Doom Doom II Quake + QuakeWorld variants + Team Fortress + Capture the Flag Quake II + Soldier of Fortune + Heretic II Quake III Arena + Medal of Honor Allied Assault + Return to Castle Wolfenstein + Soldier of Fortune 2 + Jedi Knight II Doom III Half-Life + Counter-Strike + Day of Defeat + Urban Terror + Team Fortress Classic + Team Fortress 2 Unreal Unreal Tournament Unreal Tournament America's Army: Operations 8 of top 10 games derived from one of two lineages

Counter-Strike

About the game... ● Half-Life modification ● Two squads of players competing in rounds lasting several minutes ● Rounds played on maps that are rotated over time ● Each server supports up to 32 players

About the game... ● Centralized server implementation – Clients update server with actions from players – Server maintains global information and determines game state – Server broadcasts results to each client ● Sources of network traffic – Real-time action and coordinate information – Broadcast in-game text messaging – Broadcast in-game voice messaging – Customized spray images from players – Customized sounds and entire maps from server

The trace ● cs.mshmro.com ( ) – Dedicated 1.8GHz Pentium 4 Linux server – OC-3 – 70,000+ unique players (WonIDs) over last 4 months ● One week in duration 4/11 – 4/18 ● 500 million packets ● 16,000+ sessions from different players

A week in the life...

Variance time plot Normalized to base interval of 10ms

Digging deeper Interval size=10msInterval size=50ms ● Periodic server bursts every 50ms – Game must support high interactivity – Game logic requires predictable updates to perform lag compensation

Digging deeper ● Low utilization every 30 minutes – Server configured to change maps every 30 minutes – Traffic pegged otherwise.... Interval size=1sec Interval size=30min

Finding the source of predictability ● Games must be fair across all mediums (i.e. 56kers) – Aggregate predictability due to “saturation of the narrowest last-mile link” ● Histogram of average per-session client bandwidth

Packet sizes ● Supporting narrow last-mile links with a high degree of interactivity requires small packets – Clients send small single updates – Servers aggregate and broadcast larger global updates

Implications ● Routers, firewalls, etc. must be designed to handle large bursts at millisecond levels – Game requirements do not allow for loss or delay (lag) – Should not be provisioned assuming a large average packet size [Partridge98] – If there are buffers anywhere, they must... ● Use ECN ● Be short (i.e. not have a bandwidth-delay product of buffering) ● Employ an AQM that works with short queues

Implications ● ISPs, game services – Must examine “lookup” utilization in addition to link utilization – Concentrated deployments of game servers may be problematic ● Large server farms in a single co-lo ● America's Army, UT2K3, Xbox

On-going work ● Other pieces in the provisioning puzzle – Aggregate player populations – Geographic distributions of players over time (IP2Geo) ● Impact on route and packet classification caching ● Other FPS games – HL-based: Day of Defeat – UT-based: Unreal Tournament 2003, America's Army – Quake-based: Medal of Honor: Allied Assault – Results apply across other FPS games and corroborated by other studies

Future work ● Games as passive measurement infrastructure – Only widespread application with continuous in-band ping information being delivered (measurement for free) – “Ping times” of all clients broadcast to all other clients every 2-3 seconds – 20,000+ servers, millions of clients ● Games as active measurement infrastructure – Thriving FPS mod community and tools – Server modifications [Armitage01]

Questions?