Title: Provisioning Online Games: A Traffic Analysis of a Busy CounterStrike Server
1Provisioning On-line Games A Traffic Analysis
of a Busy Counter-Strike Server
- Wu-chang Feng, Francis Chang, Wu-chi Feng,
Jonathan Walpole - Instructor Dr. Charles Krasic
- Presentation by zhen tan
2Outline
- The goal of the paper
- About the game
- About the trace
- About the method of the research
- The analysis of the results
- Implication
- Conclusion
3Goal
- To Understand the resource requirements of a
popular on-line first person shooter game
4Why games?
- Because of the Rapidly increasing of games in
popularity - Forrester Research 18 million on-line in 2001
- Consoles on-line
- Playstation 2 on-line (9/2002)
- Xbox Live (12/2002).
5Why FPS?
- Gaming traffic dominated by first-person shooter
games (FPS).
6Why CS ?
- a modification to the popular Half-Life game
- one of the most popular and most
network-intensive first person shooter games
played over the Internet.
7About the game...
- In the game Two teams of players competing in
rounds lasting several minutes - Rounds played on maps that are rotated over time
- Each server supports up to 32 players
8About 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
9The trace the server
- cs.mshmro.com (129.95.50.147).
- Dedicated 1.8GHz Pentium 4 Linux server
- OC-3
- 70,000 unique players (WonIDs) over last 4
months
10The trace Summarizes of the trace
11The trace total bandwidth
- Figure 1 (a) total bandwidth obeserved at the
server - Aggregate bandwidth - around 900 kbps
12The trace total bandwidth
- Figure 1(a)Total bandwidth
13The trace packed load
- Figure 1 (b) packed load observed at the server
- packet rate - around 800 pps
14The trace packed load
15About the hurst parameter
- Normalized variance aggregated sequence divided
by the variance of the initial, unaggregated
sequence - Block sizes the number of frames per block.
- Hurst parameter (H) to measure the variability
of the network - ß beta is the magnitude of slope of the best
fit line through the data points - The relation of H and ß H1- 1/2ß
16Variance time plot
Figure 2
Normalized to base interval of 10ms
17The analysis of the results - behavior at varying
time scales
- Periodic server bursts every 10 ms and 50ms
- (a)the clients with state updates about every
50ms - (b)aggregating over the interval of 50ms smoothes
out the packet load
Figure 3 (a)Interval size10ms
Figure 3 (b)Interval size50ms
18The analysis of the results - behavior at varying
time scales
- Low utilization every 30 minutes
- (c) Server configured to change maps every 30
minutes - (d) increasing the interval size beyond the
default map time of 30min
Figure 3(c)Interval size1sec
Figure 3 (d)Interval size30min
19The analysis of the results - 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
20The analysis of the results - Packet sizes
- The outgoing bandwidth exceeds the incoming
bandwidth. - Rate of incoming packets exceeds that of outgoing
packets. - Server taking state information from each client.
- Servers aggregate and broadcast larger global
updates.
21Implications
- Routers, firewalls, etc. must be designed to
handle large bursts at millisecond levels. - Game requirements do not allow for loss or delay
(lag). - Routing devices that are not designed to
handle small packets will see significant packet
loss or even worse, when handle game traffic. - Should not be provisioned assuming a large
average packet size Partridge98. - Router designers and vendors often make
packet size assumptions when building their gear,
often expecting average sizes in between 1000 and
2000 bits (125-250 bytes). Thus, a significant
shift in packet size from the deployment of
online games will make the route lookup function
as the bottleneck of the link speed.
22Implications
- Routers, firewalls, etc. must be designed to
handle large bursts at millisecond levels. - there are buffers anywhere, they must...
- Use ECN (Explicit Congestion Notification).
- Be short (i.e. not have a bandwidth-delay product
of buffering). - Employ an AQM(active queue management) that works
with short queues.
23Conclusion
- The results show that the traffic behavior of
this heavily loaded game server is highly
predictable and can be attributed to the fact
that current game designs target the saturation
of the narrowest, last-mile link. - As current routers are designed for bulk data
transfers with larger packets, a significant,
concentrated deployment of online game servers
will have the potential for overwhelming current
networking equipment.
24Questions?