Improving Online Gaming Quality using Detour Paths Cong Ly, Cheng-Hsin Hsu, and Mohamed Hefeeda Simon Fraser University, Canada Deutsche Telekom Labs,

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Improving Online Gaming Quality using Detour Paths Cong Ly, Cheng-Hsin Hsu, and Mohamed Hefeeda Simon Fraser University, Canada Deutsche Telekom Labs, USA

2 Online Multiplayer Games  37% of the US population played online games in 2009 [Nielsen]  World of Warcraft (WoW) has 11.5 million subscribers [Blizzard]  Market research forecasts [NPD] -$48.9 billion revenue by 2011

3  Gaming traffic -Highly periodic -Low bit rates (25 – 100 bytes/packet) [Feng] -Less sensitive to bandwidth and packet loss -Sensitive to high latency  Network latency in the Internet -Geographical locations -Link congestion (failure) -Types of network technology, e.g., 3G data networks Online Gaming over the Internet

 Different types of games can tolerate different amount of quality degradation caused by network latency [Claypool]  Higher than these thresholds would lead to significant drops in gaming quality  Players will leave the game Network Latency 4 Game TypeExample GenreLatency Threshold Avatar First-person shooter (FPS), Racing100 msec Sports, Role-playing games (RPG)500 msec OmnipresentReal-time strategy (RTS), Simulations1,000 msec More efficient routing is needed for game traffic!

5  Motivation  Problem Statement  Related Work  Design and Implementation  Real Deployments and Experimental Results  Simulation Results  Conclusions Outline

6 Problem Statement  Players form game sessions  Problem: design an efficient system to reduce the network latency among players in each game session

7  Latency compensation mechanisms -Lockstep and event-locking, controls consistency [Baughman ‘01] -Dead reckoning (DR), extrapolate the behavior [Bernierr ‘01] -Matchmaking, prevents high latency peers from playing together [Agarwal ‘09] -Hide network latency  Detour routing for latency reduction -RON (resilient overlay network) [Andersen ‘01] -OverQoS uses overlay routing for QoS enhancements [Subramanian ‘04] -PeerWise searches for faster detour paths [Lumezanu ’07] -Not for online multiplayer games  We use detour paths in online gaming networks to directly reduce end-to-end network latency Related Work

 Detour paths: indirect paths that lead to smaller RTTs  Exist because of triangle inequality violations (TIVs) in Internet [Savage 99’]  Inter-domain policy routing  By routing game-state updates over detour paths, we can reduce end-to-end RTTs Detour Paths 8  How many hops should we consider when identifying detour paths?

 We conducted RTT measurements among more than 28,000 IPs from online game players  We quantify the potential of detour routing in online games Number of Hops 9  Average RTT of detour paths  Reduced from 156 msec to 53 msec with just 1-hop  Optimal k*-hop is 46 msec

 We propose the Indirect Relay System (IRS) to identify 1-hop detour paths  Straightforward approach: construct a graph -May take prohibitively long time to measure RTTs  A better solution: evaluate the likelihood for a client r to be the best relay client based on estimation errors of network coordinates  Higher estimation error results in higher likelihood of detour paths [Lumezanu ’09]  Actual relay node evaluations are distributed to the clients Indirect Relay System (IRS) 10

 Integration  Lobby server or Standalone  Shortest RTT (SRTT) Algorithm  Compute estimate errors  Select K potential relay clients IRS Server Design IRS Server Design 11

IRS Client Design 12  Integration  Game client  Shortest RTT (SRTT) Algorithm  Conduct actual RTT measurements to the K potential relay clients

 About 3,700 lines of Java code.  Client & Server components  Network coordinates system  Uses Vivaldi, a decentralized network coordinate system  Based on open source Pyxida project [Ledlie]  Simulate real gaming traffic  Randomly send packets between bytes  Relay overhead are embedded in the Proxy-Ping Implementation 13

Planetlab Deployment 14  On 500+ nodes  K potential relay clients and N neighbors are set to 32  More than 3,000 game sessions with length between 3 and 10 mins  Five experiments to rule out the time-of-day variations  9+ hours each run  Results from the experiments are consistent, and we report the results from the experiment conducted on Jan 07, 2010

RTT Reduction 15  Some sessions are reduced from > 3 sec to < 0.3 sec  More than 60% player pairs achieve more than 100 msec reduction

Gaming Performance Improvement 16  Better QoE  better gaming performance  30% of players can increase their hit fractions by more than 10%

Existence of Backup Detour Paths 17  Number of detour paths found by IRS  55% of the clients have at least one detour path  24% of the clients have two or more

Network Overhead 18  Server: up to 307 updates per minute for 500+ nodes  Client: sends one packet every 16 sec

Residential Deployment 19  Home computers with DSL and cable modem access links  17 nodes, 7 cities around the world  Experiment ran for 1 week  K potential relay clients and N neighbors are set to 8  Users are allowed to join and leave the experiment at any time

Latency Reduction 20  Despite with only 17 nodes, IRS identified 8 detour paths  50% reduction for Vancouver to Linkoping (199 msec to 101 msec)  A backup detour path through another Vancouver node leads to 162 msec

Simulation Setups 21  Evaluate the IRS system with wider ranges of parameters -Results are in the papers  Study the matchability improvement of different RTT threshold -Compute the number of other players each player can connect to while maintaining acceptable gaming quality -Calculate the difference with and without the ISR system

Matchability Improvement 22  With a 100 msec threshold, more than half of the player can connect to 20% more players with the ISR system

23  We proposed to reduce latency by leveraging on detour paths  We designed and implemented IRS system to locate detour paths  We deployed this actual implementation on PlanetLab and home computers, and conducted experiments  We used simulations to exercise the IRS system with wider ranges of parameters  Evaluation results indicate that our system -(i) reduces RTT, (ii) increases matchability, (iii) incurs low network overhead, and (iv) improves gaming quality (performance) Conclusions

Questions and Comments 24 Thank you!

Embedding Errors 25  Identifying TIV -Network coordinates are in Euclidian space -Calculated as “Estimates – Measured” -+40 and +30 indicate “excess” estimates. -30 under estimated

Likelihood Function 26 if D(s,r) is known; if D(r,t) is known; if D(s,r) and D(r,t) are known

Measuring Relay Overhead 27  Relay Overhead -Commodity PC with 2.8Ghz Intel CPU -6.2 msec with Starcraft 2, real-time strategy game -6.5 msec with Counter Strike: Source, first-person shooter

Expected Impact 28  First-person shooter game -Significant drop in hit ratio when latency is greater than 200 msec. Latency (msec)Hit RatioKill CountDeath Count 5049% % % % % %

29  37% of the US population played online games in 2009 [Nielsen]  World of Warcraft (WoW) have 11.5 million subscribers [Blizzard]  5 million players for the Halo franchise [Microsoft]  Market research forecasts [NPD] -$48.9 billion revenue by 2011  Internet gaming traffic forecasts [Cisco] -239 PB/month world wide by 2013! Market Demand and Potential

 Using RTT measurements, we quantify the potential of detour routing in online multiplayer games.  We analyze the expected impact of 1,2,3 and k*-hop detour routing on player performance in different online games.  We propose a 1-hop overlay routing system called Indirect Relay System (IRS).  Using results from Planetlab and residential deployments we show that IRS reduces RTT (round- trip time) among players in online games. Thesis Contributions 30

 We conducted measurements study  RTT measurements from more than 28,000 IPs from online game players.  18.8 million pair-wise RTT measurements  We quantify the potential of detour routing in online games.  Impact of detour routing in online games  Potential of 1, 2, 3, and k* relay clients Measurements Study 31

 Average RTT  Reduced from 156 msec to 53 msec with just 1-hop  Optimal k*-hop is 46 msec. Average RTT 32

 Hit Ratio improvements  60% of players gain at least 10% just 1-hop Impact On Actual Games 33