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Appeared in ACM NOSSDAV 2005 (15th International Workshop on Network and
           Operating System Support for Digital Audio and Video)




            Game Traffic Analysis:
           An MMORPG Perspective
       (MMORPG: Massive Multiplayer Online Role Playing Game)



                    Kuan-Ta Chen, Polly Huang,
                 Chun-Ying Huang, Chin-Laung Lei

              Department of Electrical Engineering
                  National Taiwan University

                                                                  Apr. 29, 2005
Talk Outline

           Overview
                network game research
                current status of MMORPG
           Trace collection
           Traffic characterization & their physical
           explanations
           Conclusion
           Future work


Game Traffic Analysis: An MMORPG Perspective           2
Network Game Research

           Traffic analysis and modeling
                packet size/arrival process
                connection time/arrival process
           User behavior analysis and modeling
                session time, session arrival process
                session membership
           The effects of network QoS
                affect player duration?
                affect arrival / departure rate?
                affect overall score or running speed?

Game Traffic Analysis: An MMORPG Perspective             3
Network Game Research (cont.)

           Dead reckoning (client-side prediction)
           Interest management (preference clustering)
           Server discovery mechanism
           (select a best game server)
           Network infrastructure
                multicast – group management
                multi-tier (proxyed)
                p2p / overlay networks



Game Traffic Analysis: An MMORPG Perspective             4
Motivation

           Network games contribute 3% -- 4% Internet
           traffic at backbones in 2000
           MMORPG
                the dominate network game genre in Asia
                exhibit distinct features, such as
                • no explicit game rounds
                • no restrict on player number




Game Traffic Analysis: An MMORPG Perspective              5
The Increasing Popularity of MMOG




                                               Figure curtsey of http://www.mmogchart.com/
Game Traffic Analysis: An MMORPG Perspective                                                 6
Popular Genres in MMORPG




  Figure curtsey of http://www.mmogchart.com/
Game Traffic Analysis: An MMORPG Perspective    7
Network Games in Taiwan

           120 network games in 1st quarter, 2003
           market value of 6,800 million NT dollars in
           2003 fl 80% share of the whole PC game
           industry
           Gamania (Lineage) owns > 4,000 Mbps links
           R. O. has a record of 370,000 players online,
           equivalent to 1.5% of the population




Game Traffic Analysis: An MMORPG Perspective               8
Online

           a mid-scale, commercial MMORPG in Taiwan
           a typical Asia MMORPG ---
                Microsoft Windows platform (Windows 2000,
                MS SQL Server)
                data communication based on TCP
           (By the way) Issues on network protocols
                UDP: Ultima Online (EA), Everquest series (SOE)
                TCP: World of Warcraft (Blizzard)
                no general agreement on the use of base protocol


Game Traffic Analysis: An MMORPG Perspective                       9
神州 Online

                 m   e
            It’s
Trace Collection - Setup

                                                                                Game Traffic




                                                   Ethernet
                                                   Gigabit
                               Management
     a FreeBSD PC               interface

     w/ tcpdump                              L3 switch          Game & Database servers

                                      Monitoring
                                      interface

                                         Port
                                      forwarding
                    Traffic Monitor                 L4 switch       L2 switch


Game Traffic Analysis: An MMORPG Perspective                                                   11
Trace Collection - Summary

        Trace Sets                    Date        Time Period    Drops
          N1          3       8/29/04 (Sun.) 15:00 8 hr.        0.003%
          N2          2       8/30/04 (Mon.) 13:00 12 hr.          ?

        Trace        TCP             Packets                 Bytes
                    Conn.         (in/out/both)         (in/out/both)
          N1        57,945        342M / 353M /       4.7TB / 27.3TB /
                                      695M                  32.0TB
          N2        54,424        325M / 336M /       4.7TB / 21.7TB /
                                      661M                  26.5TB
                             1,356 million packets in total

Game Traffic Analysis: An MMORPG Perspective                             12
Term definition

         Client traffic           all traffic sent from clients
         Client packets all packets sent from clients
         Client data    all packets excluding “pure TCP ack
         packets        packets” (40 bytes) sent from clients

           The same rules apply to server traffic, server
           packets, and server data packets




Game Traffic Analysis: An MMORPG Perspective                      13
Traffic Characterization

           Tiny packets
           Low bandwidth requirement
           Temporal dependency in both
                within-connection traffic
                aggregate traffic
           Periodicity and synchronization




Game Traffic Analysis: An MMORPG Perspective   14
Payload size distribution - CDF

                                               client packets
                                                 98% pkts’ payload ≤ 31
                                                 bytes
                                                 the most two modes
                                                 occupy 90% fl certain
                                                 commands are popular
                                               server packets
                                                 avg. payload size 114
                                                 bytes
                                               contrast to the mean
                                               packet size 400 bytes
                                               observed in backbones


Game Traffic Analysis: An MMORPG Perspective                              15
The consequence of tiny packets

           overhead of protocol in client traffic
                73% bytes are headers
                30% bytes (38% pkts) are for pure TCP acks
           The challenge on infrastructures
                overall avg. pkt size is 84 bytes
                routers generally assume pkt size within
                125 -- 250 bytes
                when vendors claim 1 Gbps rate, they may
                indicate 5M pkt/sec for avg. pkt size = 200 bytes



Game Traffic Analysis: An MMORPG Perspective                        16
Packet load distribution

                                               < 5 pkt/sec for
                                               server data pkt in
                                               most of conn.
                                               < 15 pkt/sec for
                                               99% of conn.




Game Traffic Analysis: An MMORPG Perspective                        17
Bandwidth Usage

                                               client traffic
                                                  < 3 Kbps data
                                                  < 8 Kbps w/ ack
                                               server traffic
                                                  < 13 Kbps
                                               << 40 Kbps for a FPS
                                               (First Person Shooting)
                                               game, Counter-Strike
                                               Similar to Warcraft III, a
                                               RTS (Realtime Strategy)
                                               Game


Game Traffic Analysis: An MMORPG Perspective                                18
Cannot Overlook the Traffic of MMOGs

           R. O. in Taiwan announced a record of
           370,000 online players
           assuming each user use 10 Kbps fl total
           3.7 Gbps is required in average for just A
           game.




Game Traffic Analysis: An MMORPG Perspective            19
Packet Interarrivals within a Connection

           User inputs is not Poisson
           Temporal dependence exist in both client
           traffic and server traffic




Game Traffic Analysis: An MMORPG Perspective          20
CDF of Packet Interarrival Times




                                               deviation from
                                               exponential distribution




Game Traffic Analysis: An MMORPG Perspective                              21
Diversity in User Behaviors

                                                   active player:
                                                   close to
                                   active player
                                                   exponential
                                   common player   idle player:
                                   idle player     uniform +
                                                   determinist distr.
                                                   common player:
                                                   in-between the
                                                   two extremes


Game Traffic Analysis: An MMORPG Perspective                            22
神州 Online




            These players are
              keeping stalls.
CDF of Packet Interarrival Times




                                               50% are around 200 ms
                                               fl signature of periodic
                                               message dispatch




Game Traffic Analysis: An MMORPG Perspective                             24
Temporal Locality in Client Traffic




           ACF: auto-correlation functions
           clustering nature in player actions
           active actions: walking, fighting
           inactive actions: talking, viewing equipments,
           trading, idle
Game Traffic Analysis: An MMORPG Perspective                25
Clustered nature in user actions

                Client packet inter-arrival times
                from a player




                                                 30 s
                         100 s           120 s          120 s           150 s


                                 140 s                          400 s




Game Traffic Analysis: An MMORPG Perspective                                    26
Temporal Locality in Server Traffic




           Server pkt primarily convey position updates
           the rate of position updates depends on the
           number of nearby characters


Game Traffic Analysis: An MMORPG Perspective              27
Spatial Locality in # of Neighbors




                                               Pos     Neighbor #
                                               (3,3)       1
                                               (2,3)       2
                                                …
                                               (1,1)       4
                                               (1,2)       5
                                               (1,3)       4
Game Traffic Analysis: An MMORPG Perspective                        28
Transformation: Spatial Locality to Temporal Locality




                 The spatial locality shows up in terms of
                 temporal locality in the traffic as the
                 characters move continuously on the map.

                                               t    Neighbor #
                                               1        1
                                               2        2
                                               3        1
                                               …
                                               10       4
                                               11       5
                                               12       4
Game Traffic Analysis: An MMORPG Perspective                     29
Temporal locality in server traffic
               Server packet rates for a player




Game Traffic Analysis: An MMORPG Perspective      30
Aggregate Packet Arrivals

           the aggregate packet arrival time series
                count the number of incoming/outgoing packets
                regardless of connections
                take samples every 10 ms
           Patterns identified
                temporal dependence
                periodicity




Game Traffic Analysis: An MMORPG Perspective                    31
ACF of aggregate server pkt arrivals

                                               periodity: 200 ms
                                               position updates
                                               are synchronous to
                                               all clients
                                               incurring packet
                                               bursts




Game Traffic Analysis: An MMORPG Perspective                        32
ACF of aggregate client pkt arrivals


                           Positive temporal dependence up to
                           three minutes.




Game Traffic Analysis: An MMORPG Perspective                    33
The “flash crowds” effects

                                               ACF for successive
                                               3 minutes
                                               Players are active
                                               simultaneously at
                                               times
                                               “global events”
                                               lead to flash
                                               crowds effects



Game Traffic Analysis: An MMORPG Perspective                        34
Frequency Components in Server Traffic

                                                 PSD: power
                                 5 Hz            spectral density
                                                 another proof of
                                                 the 200 ms round
                                                 Servers seem to
                                     Multiples   adapt frequency
                                     of 5 Hz     by certain metrics,
                                                 such as number of
                                                 nearby characters




Game Traffic Analysis: An MMORPG Perspective                           35
Frequency Components in Client Traffic

                                                       by auto-walk and
                                 6 Hz
                                                       auto-attack timers
                                                       Adjust frequency
                                                       by level/skill and
                                                       weapons held
                                       Multiples of
                                       6 Hz            client timers are
                                                       synchronized
                                                      Does the sync. lead
                                                      to performance
                                                      problems?

Game Traffic Analysis: An MMORPG Perspective                                36
Conclusion

           Traffic characteristics & physical explanations
                Tiny packets
                Low bandwidth requirement for individual client
                Non-poisson user inputs
                (diversity of user behaviors)
                Temporal dependency in within-connection traffic
                (clustering nature in user inputs)
                Temporal dependency in aggregate traffic
                (flash crowds effects)
                Periodicity and synchronization
                (common implementation practice)


Game Traffic Analysis: An MMORPG Perspective                       37
Conclusion (cont.)

           TCP maybe an overkill for MMORPG, e.g., in
           oveall client traffic
                73% bytes used by TCP/IP headers
                30% bytes used by pure TCP acks




Game Traffic Analysis: An MMORPG Perspective            38
Future Work

           assessment for impacts of network QoS
           more traffic characterization
                Identify abnormal sessions, e.g., bots in Lineage &
                Ragnarok Online
                Identify game traffic
           performance evaluation

                     To provide a better network
                     infrastructure for netgames

Game Traffic Analysis: An MMORPG Perspective                          39
Questions?
Thank You!




    kuan@ilife.cx
http://kuan.ilife.cx/

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Analysis of MMORPG Game Traffic

  • 1. Appeared in ACM NOSSDAV 2005 (15th International Workshop on Network and Operating System Support for Digital Audio and Video) Game Traffic Analysis: An MMORPG Perspective (MMORPG: Massive Multiplayer Online Role Playing Game) Kuan-Ta Chen, Polly Huang, Chun-Ying Huang, Chin-Laung Lei Department of Electrical Engineering National Taiwan University Apr. 29, 2005
  • 2. Talk Outline Overview network game research current status of MMORPG Trace collection Traffic characterization & their physical explanations Conclusion Future work Game Traffic Analysis: An MMORPG Perspective 2
  • 3. Network Game Research Traffic analysis and modeling packet size/arrival process connection time/arrival process User behavior analysis and modeling session time, session arrival process session membership The effects of network QoS affect player duration? affect arrival / departure rate? affect overall score or running speed? Game Traffic Analysis: An MMORPG Perspective 3
  • 4. Network Game Research (cont.) Dead reckoning (client-side prediction) Interest management (preference clustering) Server discovery mechanism (select a best game server) Network infrastructure multicast – group management multi-tier (proxyed) p2p / overlay networks Game Traffic Analysis: An MMORPG Perspective 4
  • 5. Motivation Network games contribute 3% -- 4% Internet traffic at backbones in 2000 MMORPG the dominate network game genre in Asia exhibit distinct features, such as • no explicit game rounds • no restrict on player number Game Traffic Analysis: An MMORPG Perspective 5
  • 6. The Increasing Popularity of MMOG Figure curtsey of http://www.mmogchart.com/ Game Traffic Analysis: An MMORPG Perspective 6
  • 7. Popular Genres in MMORPG Figure curtsey of http://www.mmogchart.com/ Game Traffic Analysis: An MMORPG Perspective 7
  • 8. Network Games in Taiwan 120 network games in 1st quarter, 2003 market value of 6,800 million NT dollars in 2003 fl 80% share of the whole PC game industry Gamania (Lineage) owns > 4,000 Mbps links R. O. has a record of 370,000 players online, equivalent to 1.5% of the population Game Traffic Analysis: An MMORPG Perspective 8
  • 9. Online a mid-scale, commercial MMORPG in Taiwan a typical Asia MMORPG --- Microsoft Windows platform (Windows 2000, MS SQL Server) data communication based on TCP (By the way) Issues on network protocols UDP: Ultima Online (EA), Everquest series (SOE) TCP: World of Warcraft (Blizzard) no general agreement on the use of base protocol Game Traffic Analysis: An MMORPG Perspective 9
  • 10. 神州 Online m e It’s
  • 11. Trace Collection - Setup Game Traffic Ethernet Gigabit Management a FreeBSD PC interface w/ tcpdump L3 switch Game & Database servers Monitoring interface Port forwarding Traffic Monitor L4 switch L2 switch Game Traffic Analysis: An MMORPG Perspective 11
  • 12. Trace Collection - Summary Trace Sets Date Time Period Drops N1 3 8/29/04 (Sun.) 15:00 8 hr. 0.003% N2 2 8/30/04 (Mon.) 13:00 12 hr. ? Trace TCP Packets Bytes Conn. (in/out/both) (in/out/both) N1 57,945 342M / 353M / 4.7TB / 27.3TB / 695M 32.0TB N2 54,424 325M / 336M / 4.7TB / 21.7TB / 661M 26.5TB 1,356 million packets in total Game Traffic Analysis: An MMORPG Perspective 12
  • 13. Term definition Client traffic all traffic sent from clients Client packets all packets sent from clients Client data all packets excluding “pure TCP ack packets packets” (40 bytes) sent from clients The same rules apply to server traffic, server packets, and server data packets Game Traffic Analysis: An MMORPG Perspective 13
  • 14. Traffic Characterization Tiny packets Low bandwidth requirement Temporal dependency in both within-connection traffic aggregate traffic Periodicity and synchronization Game Traffic Analysis: An MMORPG Perspective 14
  • 15. Payload size distribution - CDF client packets 98% pkts’ payload ≤ 31 bytes the most two modes occupy 90% fl certain commands are popular server packets avg. payload size 114 bytes contrast to the mean packet size 400 bytes observed in backbones Game Traffic Analysis: An MMORPG Perspective 15
  • 16. The consequence of tiny packets overhead of protocol in client traffic 73% bytes are headers 30% bytes (38% pkts) are for pure TCP acks The challenge on infrastructures overall avg. pkt size is 84 bytes routers generally assume pkt size within 125 -- 250 bytes when vendors claim 1 Gbps rate, they may indicate 5M pkt/sec for avg. pkt size = 200 bytes Game Traffic Analysis: An MMORPG Perspective 16
  • 17. Packet load distribution < 5 pkt/sec for server data pkt in most of conn. < 15 pkt/sec for 99% of conn. Game Traffic Analysis: An MMORPG Perspective 17
  • 18. Bandwidth Usage client traffic < 3 Kbps data < 8 Kbps w/ ack server traffic < 13 Kbps << 40 Kbps for a FPS (First Person Shooting) game, Counter-Strike Similar to Warcraft III, a RTS (Realtime Strategy) Game Game Traffic Analysis: An MMORPG Perspective 18
  • 19. Cannot Overlook the Traffic of MMOGs R. O. in Taiwan announced a record of 370,000 online players assuming each user use 10 Kbps fl total 3.7 Gbps is required in average for just A game. Game Traffic Analysis: An MMORPG Perspective 19
  • 20. Packet Interarrivals within a Connection User inputs is not Poisson Temporal dependence exist in both client traffic and server traffic Game Traffic Analysis: An MMORPG Perspective 20
  • 21. CDF of Packet Interarrival Times deviation from exponential distribution Game Traffic Analysis: An MMORPG Perspective 21
  • 22. Diversity in User Behaviors active player: close to active player exponential common player idle player: idle player uniform + determinist distr. common player: in-between the two extremes Game Traffic Analysis: An MMORPG Perspective 22
  • 23. 神州 Online These players are keeping stalls.
  • 24. CDF of Packet Interarrival Times 50% are around 200 ms fl signature of periodic message dispatch Game Traffic Analysis: An MMORPG Perspective 24
  • 25. Temporal Locality in Client Traffic ACF: auto-correlation functions clustering nature in player actions active actions: walking, fighting inactive actions: talking, viewing equipments, trading, idle Game Traffic Analysis: An MMORPG Perspective 25
  • 26. Clustered nature in user actions Client packet inter-arrival times from a player 30 s 100 s 120 s 120 s 150 s 140 s 400 s Game Traffic Analysis: An MMORPG Perspective 26
  • 27. Temporal Locality in Server Traffic Server pkt primarily convey position updates the rate of position updates depends on the number of nearby characters Game Traffic Analysis: An MMORPG Perspective 27
  • 28. Spatial Locality in # of Neighbors Pos Neighbor # (3,3) 1 (2,3) 2 … (1,1) 4 (1,2) 5 (1,3) 4 Game Traffic Analysis: An MMORPG Perspective 28
  • 29. Transformation: Spatial Locality to Temporal Locality The spatial locality shows up in terms of temporal locality in the traffic as the characters move continuously on the map. t Neighbor # 1 1 2 2 3 1 … 10 4 11 5 12 4 Game Traffic Analysis: An MMORPG Perspective 29
  • 30. Temporal locality in server traffic Server packet rates for a player Game Traffic Analysis: An MMORPG Perspective 30
  • 31. Aggregate Packet Arrivals the aggregate packet arrival time series count the number of incoming/outgoing packets regardless of connections take samples every 10 ms Patterns identified temporal dependence periodicity Game Traffic Analysis: An MMORPG Perspective 31
  • 32. ACF of aggregate server pkt arrivals periodity: 200 ms position updates are synchronous to all clients incurring packet bursts Game Traffic Analysis: An MMORPG Perspective 32
  • 33. ACF of aggregate client pkt arrivals Positive temporal dependence up to three minutes. Game Traffic Analysis: An MMORPG Perspective 33
  • 34. The “flash crowds” effects ACF for successive 3 minutes Players are active simultaneously at times “global events” lead to flash crowds effects Game Traffic Analysis: An MMORPG Perspective 34
  • 35. Frequency Components in Server Traffic PSD: power 5 Hz spectral density another proof of the 200 ms round Servers seem to Multiples adapt frequency of 5 Hz by certain metrics, such as number of nearby characters Game Traffic Analysis: An MMORPG Perspective 35
  • 36. Frequency Components in Client Traffic by auto-walk and 6 Hz auto-attack timers Adjust frequency by level/skill and weapons held Multiples of 6 Hz client timers are synchronized Does the sync. lead to performance problems? Game Traffic Analysis: An MMORPG Perspective 36
  • 37. Conclusion Traffic characteristics & physical explanations Tiny packets Low bandwidth requirement for individual client Non-poisson user inputs (diversity of user behaviors) Temporal dependency in within-connection traffic (clustering nature in user inputs) Temporal dependency in aggregate traffic (flash crowds effects) Periodicity and synchronization (common implementation practice) Game Traffic Analysis: An MMORPG Perspective 37
  • 38. Conclusion (cont.) TCP maybe an overkill for MMORPG, e.g., in oveall client traffic 73% bytes used by TCP/IP headers 30% bytes used by pure TCP acks Game Traffic Analysis: An MMORPG Perspective 38
  • 39. Future Work assessment for impacts of network QoS more traffic characterization Identify abnormal sessions, e.g., bots in Lineage & Ragnarok Online Identify game traffic performance evaluation To provide a better network infrastructure for netgames Game Traffic Analysis: An MMORPG Perspective 39
  • 41. Thank You! kuan@ilife.cx http://kuan.ilife.cx/