1 NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games CAMEO : Enabling Social Networks for Massively Multiplayer Online.

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1 NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games CAMEO : Enabling Social Networks for Massively Multiplayer Online Games through Continuous Analytics and Cloud Computing Adrian Lascateu, Nicolae Tapus Politehnica U. of Bucharest, Romania Alexandru Iosup Delft University of Technology, The Netherlands

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 2 MMOGs are a Popular, Growing Market 25,000,000 paying customers (150,000,000+ in total) Over 150 MMOGs in operation Market size 7,500,000,000$/year Sources: MMOGChart, own research.Sources: ESA, MPAA, RIAA.

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 3 What is an MMOG? 1.Content graphics, maps, puzzles, quests + 2.Virtual world simulation explore, do, learn, socialize, compete Lots of raw+derivative data Quest Romeo and Juliet Fishing Cooking & Trading ExploringFightingBuilding

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 4 Continuous Analytics for MMOGs MMOG Data = raw and derivative information about the virtual world Continuous Analytics for MMOGs = Analysis of MMOG data s.t. important events are not lost Data collection Data storage Data analysis Data presentation … at MMOG rate and scale

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 5 Continuous Analysis for MMOGs Main Uses By and For Gamers 1.Support player communities 2.Understand play patterns (decide future investments) 3.Prevent and detect cheating or disastrous game exploits (think MMOG economy reset) 4.Broadcasting of gaming events 5.Data for advertisement companies (new revenue stream for MMOGs)

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 6 Other Uses for MMOG Data Biology Disease spread models Social Sciences The emergence and performance of ad hoc groups in contemporary society Emergent behavior in complex systems Psychology Games as coping mechanism (minorities) Games as cure (agoraphobia) Economy Contemporary economic behavior

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 7 Analytics for MMOG Social Networks 1.Address community needs Specific: casual vs hard-core gamers Dynamic: size over time, accuracy vs cost/time/size 2.Using on-demand technology 3.Data management and storage TB/year for large games (e.g., EverQuest II) Web/Web 2.0 interfaces (RuneScape, NCSoft Dungeon Runners) 4.Performance, scalability, robustness

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 8 Cloud Futures Workshop 2010 – Cloud Computing Support for Massively Social Gaming 8 Background on Cloud Computing “The path to abundance” On-demand capacity Pay what you use Great for web apps (EIP, web crawl, DB ops, I/O) “The killer cyclone” Not so great performance for compute- or data- intensive applications 1 Long-term perf. variability 2 Tropical Cyclone Nargis (NASA, ISSS, 04/29/08) 1- Iosup et al., Performance Analysis of Cloud Computing Services for Many-Tasks Scientific Computing,IEEE Trans. on Par. Distrib. Sys Iosup et al., On the Performance Variability of Production Cloud Services, Technical Report PDS , [Online] Available: VS

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 9 Outline 1.Motivation and Problem Statement 2.The CAMEO Framework 3.Experimental Results 4.Conclusion

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 10 The CAMEO Framework 1.Address community needs Can analyze skill level, experience points, rank Can assess community size dynamically 2.Using on-demand technology: Cloud Computing Dynamic cloud resource allocation, Elastic IP 3.Data management and storage: Cloud Computing Crawl + Store data in the cloud (best performance) 4.Performance, scalability, robustness: Cloud Comp

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 11 CAMEO: Analytics Capabilities 1.Various pieces of information Skill level, experience points, rank 2.Single and Multi-snapshot analysis 3.Analysis functions already implemented Ranking by one or more pieces of information Community statistical properties for a piece of information Identification of Top-K players in single/multi-snapshot Evolution of (Top-)K players Evolution of average community skill Identification of players with special skill combos

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 12 CAMEO: Cloud Resource Management Steady AnalyticsDynamic Analytics Burst Snapshot = dataset for a set of players More machines = more snapshots per time unit Periodic Unexpected

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 13 CAMEO: Exploiting Cloud Features Machines close(r) to server Traffic dominated by small packets (latency) Elastic IP to avoid traffic bans (legalese: acting on behalf of real people)

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 14 Outline 1.Motivation and Problem Statement 2.The CAMEO Framework 3.Experimental Results 4.Conclusion

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 15 Experimental Setup Goal: continuous analytics for RuneScape, the second-most popular MMOG today (7M active players, over 135M accounts*) Technical goal: use Amazon EC2, the largest commercial cloud provider and proponent of open cloud API, AND another cloud 1 EC2 Compute Unit (ECU) = CPU power of a GHz 2007 Opteron or Xeon proc. Pay only used ECUs and bandwidth CAMEO currently uses m1.small resources * G. Iddison, Our first look at RuneScape HD, talk at Leipzig GC, Aug 27, 2008.

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 16 Sample MMOG Analytics Results (1/2) Skill Level Distribution in RuneScape Dataset 1: 2,899,407 players 1,817,211 over level 100 Max skill 2,280 Number of mid- and high-level players is significant Content generation challenge for MMOGs * High Level Mid Level * A. Iosup, POGGI: Puzzle-Based Online Games on Grid Infrastructures, EuroPar 2009 (Best Paper Award)

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 17 Sample MMOG Analytics Results (2/2) Skill Level Distribution in RuneScape Dataset 2: 3,531,478 players (largest MMOG msmt.) 3,239,089 over level 100 Max skill 2,488 Distribution changed over time

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 18 The Cost of MMOG Continuous Analytics Put a price on MMOG analytics (here, $425/month) Trade-off accuracy vs. cost, runtime is constant

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 19 Performance Results: Why Choosing the Cloud Matters Location of machines influences MMOG analytics performance (data acquisition)

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 20 Outline 1.Motivation and Problem Statement 2.The CAMEO Framework 3.Experimental Results 4.Conclusion

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 21 Conclusion Current Technology The Future of CAMEO Full automation More clouds and MMOGs Help building an MMOG Workloads Archive Million-users, multi-bn. market Need for continuous analytics MMOGs and Cont.Analytics Upfront payment Cost and scalability problems Our Approach Use clouds as on-demand, paid, guaranteed infrastructure Automate most analytics tasks The CAMEO Framework Cloud Computing features Opens new avenues for research: system and data

NetGames 2010 – CAMEO: Continuous Analytics for Massively Multiplayer Online Games 22 Thank you for your attention! Questions? Suggestions? Observations? Alexandru Iosup (or google “iosup”) Parallel and Distributed Systems Group Delft University of Technology