Matthias Schubert joined work with

Slides:



Advertisements
Similar presentations
Incremental Clustering for Trajectories
Advertisements

Distributed Data Processing
Colyseus: A Distributed Architecture for Online Multiplayer Games
09/04/2015Unit 2 (b) Back-Office processes Unit 2 Assessment Criteria (b) 10 marks.
Interception of User’s Interests on the Web Michal Barla Supervisor: prof. Mária Bieliková.
Battle of Botcraft: Fighting Bots in Online Games with Human Observational Proofs Steven Gianvecchio, Zhenyu Wu, Mengjun Xie, and Haining Wang.
Copyright 2012 Trend Micro Inc. Raimund Genes, CTO Innovation In Cloud Security.
Online Educational Game of Snakes and Ladders -Shalini Pradhan -Manali Joshi -Uttara Paingankar -Seema Joshi.
1 IMPROVING RESPONSIVENESS BY LOCALITY IN DISTRIBUTED VIRTUAL ENVIRONMENTS Luca Genovali, Laura Ricci, Fabrizio Baiardi Lucca Institute for Advanced Studies.
Electronic Commerce Systems
Online Gaming (for virtual living). Objectives – Understand the business related to online gaming works – Realise how online games are managed – Have.
THREE ESSENTIAL FOCUSES IN MOBILE MARKETING By Eric Koeck Center website:
1 Efficient Management of Data Center Resources for Massively Multiplayer Online Games V. Nae, A. Iosup, S. Podlipnig, R. Prodan, D. Epema, T. Fahringer,
2 Game Seminar By Ryan Clark. StarCraft 2  RTS (Real time strategy) Set in the future on alien and colonized worlds.  Visually the game looks great.
Chapter 1 The Challenges of Networked Games. Online Gaming Desire for entertainment has pushed the frontiers of computing and networking technologies.
Magda El Zarki Professor of CS Univ. of CA, Irvine
Research on cloud computing application in the peer-to-peer based video-on-demand systems Speaker : 吳靖緯 MA0G rd International Workshop.
University of Zagreb MMVE 2012 workshop1 Towards Reinterpretation of Interaction Complexity for Load Prediction in Cloud-based MMORPGs Mirko Sužnjević,
Test Of Distributed Data Quality Monitoring Of CMS Tracker Dataset H->ZZ->2e2mu with PileUp - 10,000 events ( ~ 50,000 hits for events) The monitoring.
Copyright © 2011, Cost-Efficient Hosting and Load Balancing of Massively Multiplayer Online Games Nae, V.; Prodan, R.; Fahringer, T.; Grid Computing.
Module 3: Business Information Systems Chapter 8: Electronic and Mobile Commerce.
Extending the Game to the Web Aaron Lieberman. The Web Website as a feature area Why is it interesting? Implementation Results.
Darkstar. Darkstar is a Sun research project on massively parallel online games The objective (not yet demonstrated!) is to supply a framework for massively.
+ Big Data IST210 Class Lecture. + Big Data Summary by EMC Corporation ( More videos that.
Company small business cloud solution Client UNIVERSITY OF BEDFORDSHIRE.
ERP and Related Technologies
Djohan Wahyudi Supervised by: Prof. Dr. Pericles A. Mitkas Vivia Nikolaidou 1.
Department of Telecommunications NetGames 2011Ottawa, October 2011 MMORPG Player Behavior Model based on Player Action Categories Mirko Suznjevic, Ivana.
Eyjólfur Guðmundsson, CCP Daniel Speed, CCP Sam Lewis, Cartoon Network Austin GDC September 15 th – 17 th, 2008 Economic Design and Management of Virtual.
E-Marketing Strategic E-Marketing and Performance Metrics 2-1.
Prediction Games Players compete by making predictions about upcoming event/observation in the real world Predictions are scored after event At TAMU, we.
Background Digital economy Online game and simulation game Example: Happy Farm vs. Hay Day.
14 Summary Management of Operations
Introduction BIM Data Mining.
DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING CLOUD COMPUTING
Identify and Meet a Market Need
Jacob R. Lorch Microsoft Research
Advertising Agencies and Interactive Media
Unit 12 The Internet.
Market Intelligence Analysis
Real-time protection for web sites and web apps against ATTACKS
Accounting Information Systems An Introduction
FPS Network Traffic Model
Identify and Meet a Market Need
An Adaptive Load Balancing Management for
Mining Spatio-Temporal Reachable Regions over Massive Trajectory Data
Physiological Monitoring for NeuroMarketing
Database Driven Websites
Mining Dynamics of Data Streams in Multi-Dimensional Space
Chapter 2 Database Environment Pearson Education © 2009.
Mercury Virtual Markets
United Nations Development Account 10th Tranche Statistics and Data
Investing for the Future
Vlad Nae, Radu Prodan, Thomas Fahringer Institute of Computer Science
INTRODUCTION TO TRANSACTION PROCESSING SYSTEM
Business Process Management Software
DrillSim July 2005.
A Case for Mutual Notification
E-Commerce and Social Networks
Database Environment Transparencies
FPS Network Traffic Model
Big Data.
Teaching you NOT to fall for Phish
Bandwidth Requirement
Investing for the Future
LO2 – Understand Computer Software
FPS Network Traffic Model
Why do we need a controlled experimental stock market(CESM)?
When Machine Learning Meets Security – Secure ML or Use ML to Secure sth.? ECE 693.
Valuable Advice from Digital Marketing Experts To Grow Your Business.
Presentation transcript:

Managing and Mining Spatio-Temporal Data in Massive Multiplayer Online Games Matthias Schubert joined work with Hans-Peter Kriegel and Andreas Züfle Lehrstuhl für Datenbanksysteme Institut für Informatik Ludwig-Maximilians-Universität München

Outlook Spatio-Temporal Research and Computer Games Managing Spatio-Temporal Game Data Mining Game Data Detecting Cheaters Evaluating Game Balance Conclusions 29.11.2018

Spatio-Temporal Game Data Player avatars or units move within a virtual spatio-temporal environment A game server has to manage a unique valid representation of the game state Movement and timing are essential aspects of most games Similarity to other spatio-temporal applications: traffic management, simulations, surveillance systems etc. 29.11.2018

Why do research for Computer Games ? Computer games are big business (market volume 2010: gaming industry approx. 74 billion USD, relational databases approx. 20 billion USD) There is data: spatial objects, events, trajectories, flocks, There are applications: Modeling computer controlled entities, manage servers, analyze players, detect cheaters It’s fun 29.11.2018

Why is research interesting for companies ? Trends in computer games: stand alone games -> Online Games 1-10 players -> massive multi-player (1000+) Console/PC -> Mobiles, Browsers .. purchase price -> subscriptions , micro transactions. Implications: Games need distributed network technologies: Servers, P2P, synchronization, large data volumes, user management, spatial query processing New threats: cheating, account hijacking, hacking… New challenges: keep people investing time and money Preview of the Diablo III auction house using real money 29.11.2018

Management Challenges Game Servers are high throughput several thousand position updates in a tick (ca. 100 ms) low jitter: a tick is required to take 100ms at most not on average Large Games have to be distributed a single server cannot maintain enough players number of possible interactions increase quadratically Distributing players depends on their spatial positions fixed zoning via dynamic server relocation 29.11.2018

Management Challenges Persistency is mandatory parts of the game state must be stored permanently server must manage all relevant data (no local save games) saving the game state must be done without extending tick processing times (disk updates must be distributed over time several ticks) Temporal Synchronization low dependency on heterogeneous connection latencies temporal uncertainty: Where is player A when her last position update arrived 2s ago. reduce transferred data volume while maintaining a fluent game play (e.g. employ dead reckoning) 29.11.2018

Mining Game Data Analyzing the player behavior to Detect Cheating Bots (Programs playing the game for you: Farm bot) Hacks (Modifications of the game client: Speed hack) Exploits (Flaws in the game allowing unintended advantages: positions allowing to attack but not being attacked) 2. Evaluate Game Balance Maintain a challenging but non-frustrating game play Maintain a fair chance of winning for different character or faction types. 29.11.2018

Why do players cheat? economical reasons Sell ingame money or goods for real money: poker bots, goldfarming, account trading, item trading..: Example: playerauctions.com Over $1 billion USD in accumulated player-to-player trading value Over 25,000 average daily transactions (nearly 20 per minute) Over 700 supported Massively Multi-Player Online Games Over 30 million accumulative transactions 29.11.2018

Why do players cheat? Saving Time: Example: AFK bots are self-running programs doing simple gaming tasks without user interactions like collecting ore or herbs. Prestige: Having success is often coupled with high prestige in the gaming community. Example: Reaching Masters League in Starcraft II Fun: Winning the game is simply fun even without the satisfaction that the success is well deserved All types and motivations are a problem because the gaming companies directly loses money (micro transactions) the game becomes less attractive to other players which might quit (no fair competition) 29.11.2018

Monitoring Cheats Challenges: game state maintains current entity states but: analyzing behavior requires recent states as well monitoring might strain server resources checking all player actions for a reasonable time period requires a lot of processing overhead checking should be as generic as possible (use rather outlier detection than supervized methods) cheating players still have to be penalized (e.g. temporary ban) 29.11.2018

Data Mining and Balancing challenges: detect interesting events like boss encounters in the logs monitor encounter results estimate player strength to remove the bias from statistics formalize and cluster encounter tactics => More than one successful strategy indicates interesting game play use text mining on community web sites to measure player happiness 29.11.2018

Conclusions Computer games are an interesting application area many games rely on a spatio-temporal virtual environment which is similar to monitoring and tracking systems Recent developments will increase the need for managing and mining techniques New challenges arise in real-time spatial querying, updating, persistency and server distribution Cheat dection is a challenging task w.r.t. detection rates and throughput Checking game fairness is statistically challenging Measuring game difficulty and diversity requires combined consideration of game logs and community feedback 29.11.2018

Join us on MAMIVE‘11 1st International Workshop on Managing and Mining Virtual Environments In conjunction with ACM SIGSPATIAL GIS in Chicago November the 1st, 2011 (Submission deadline September the 2nd) 29.11.2018