On the Sensitivity of Online Game Playing Time to Network QoS Kuan-Ta Chen National Taiwan University Polly Huang Guo-Shiuan Wang Chun-Ying Huang Chin-Laung.

Slides:



Advertisements
Similar presentations
Statistical vs. Practical Significance
Advertisements

ADVANCED STATISTICS FOR MEDICAL STUDIES Mwarumba Mwavita, Ph.D. School of Educational Studies Research Evaluation Measurement and Statistics (REMS) Oklahoma.
Bayesian Piggyback Control for Improving Real-Time Communication Quality Wei-Cheng Xiao 1 and Kuan-Ta Chen Institute of Information Science, Academia Sinica.
Departments of Medicine and Biostatistics
HSRP 734: Advanced Statistical Methods July 24, 2008.
Correlation and regression
Mitigating Risk of Out-of-Specification Results During Stability Testing of Biopharmaceutical Products Jeff Gardner Principal Consultant 36 th Annual Midwest.
April 25 Exam April 27 (bring calculator with exp) Cox-Regression
LINEAR REGRESSION: Evaluating Regression Models Overview Assumptions for Linear Regression Evaluating a Regression Model.
LINEAR REGRESSION: Evaluating Regression Models. Overview Assumptions for Linear Regression Evaluating a Regression Model.
Provisioning On-line Games: A Traffic Analysis of a Busy Counter- Strike Server Wu-chang Feng, Francis Chang, Wu-chi Feng, Jonathan Walpole Instructor:
On the Constancy of Internet Path Properties Yin Zhang, Nick Duffield AT&T Labs Vern Paxson, Scott Shenker ACIRI Internet Measurement Workshop 2001 Presented.
The Effects of Loss and Latency on User Performance in Unreal Tournament 2003 Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu,
BCOR 1020 Business Statistics Lecture 28 – May 1, 2008.
MARE 250 Dr. Jason Turner Hypothesis Testing III.
Chapter 11 Survival Analysis Part 2. 2 Survival Analysis and Regression Combine lots of information Combine lots of information Look at several variables.
1 Measurement-based Characterization of a Collection of On-line Games Chris Chambers Wu-chang Feng Portland State University Sambit Sahu Debanjan Saha.
Rethinking Internet Traffic Management: From Multiple Decompositions to a Practical Protocol Jiayue He Princeton University Joint work with Martin Suchara,
BCOR 1020 Business Statistics Lecture 21 – April 8, 2008.
Inferences About Process Quality
Quantifying Skype User Satisfaction Carol K. L. Wong 19 March, 2007 CSC7221.
A Traffic Characterization of Popular On-Line Games Wu-Chang Feng, Francis Chang, Wu- Chi Feng, and Jonathan Walpole IEEE/ACM Trans. Networking, Jun
1 BA 555 Practical Business Analysis Review of Statistics Confidence Interval Estimation Hypothesis Testing Linear Regression Analysis Introduction Case.
1 Chapter 17: Introduction to Regression. 2 Introduction to Linear Regression The Pearson correlation measures the degree to which a set of data points.
Correlation and Regression Analysis
Not All Microseconds are Equal: Fine-Grained Per-Flow Measurements with Reference Latency Interpolation Myungjin Lee †, Nick Duffield‡, Ramana Rao Kompella†
Marshall University School of Medicine Department of Biochemistry and Microbiology BMS 617 Lecture 12: Multiple and Logistic Regression Marshall University.
Survival analysis Brian Healy, PhD. Previous classes Regression Regression –Linear regression –Multiple regression –Logistic regression.
Active Learning Lecture Slides
Regression and Correlation Methods Judy Zhong Ph.D.
Chapter 13: Inference in Regression
DaVinci: Dynamically Adaptive Virtual Networks for a Customized Internet Jennifer Rexford Princeton University With Jiayue He, Rui Zhang-Shen, Ying Li,
BPS - 3rd Ed. Chapter 211 Inference for Regression.
Statistics & Biology Shelly’s Super Happy Fun Times February 7, 2012 Will Herrick.
© 1998, Geoff Kuenning Linear Regression Models What is a (good) model? Estimating model parameters Allocating variation Confidence intervals for regressions.
OPIM 303-Lecture #8 Jose M. Cruz Assistant Professor.
Oceanography 569 Oceanographic Data Analysis Laboratory Kathie Kelly Applied Physics Laboratory 515 Ben Hall IR Bldg class web site: faculty.washington.edu/kellyapl/classes/ocean569_.
An Empirical Evaluation of VoIP Playout Buffer Dimensioning in Skype, Google Talk, and MSN Messenger Chen-Chi Wu, Kuan-Ta Chen, Yu-Chun Chang, and Chin-Laung.
Event Detection using Customer Care Calls 04/17/2013 IEEE INFOCOM 2013 Yi-Chao Chen 1, Gene Moo Lee 1, Nick Duffield 2, Lili Qiu 1, Jia Wang 2 The University.
Author(s): Brenda Gunderson, Ph.D., 2011 License: Unless otherwise noted, this material is made available under the terms of the Creative Commons Attribution–Non-commercial–Share.
ONLINE GAME NETWORK TRAFFIC OPTIMIZATION Jaewoo kim Youngho yi Minsik cho.
ANOVA and Linear Regression ScWk 242 – Week 13 Slides.
Do Twin Clouds Make Smoothness for Transoceanic Video Telephony ? Jian Li Tsinghua University Zhenhua Li Tsinghua University Yao Liu Binghamton University.
Introduction to Survival Analysis Utah State University January 28, 2008 Bill Welbourn.
CHAPTER 12 Descriptive, Program Evaluation, and Advanced Methods.
ITEC6310 Research Methods in Information Technology Instructor: Prof. Z. Yang Course Website: c6310.htm Office:
Latency and Player Actions in Online Games Mark Claypool & Kajal Claypool Worcester Polytechnic Institute Communications of the ACM, Nov Presented.
1 A Framework for Measuring and Predicting the Impact of Routing Changes Ying Zhang Z. Morley Mao Jia Wang.
DaVinci: Dynamically Adaptive Virtual Networks for a Customized Internet Jiayue He, Rui Zhang-Shen, Ying Li, Cheng-Yen Lee, Jennifer Rexford, and Mung.
Data Analysis.
© 2006 by The McGraw-Hill Companies, Inc. All rights reserved. 1 Chapter 12 Testing for Relationships Tests of linear relationships –Correlation 2 continuous.
Descriptive Statistics Used to describe a data set –Mean, minimum, maximum Usually include information on data variability (error) –Standard deviation.
On The Battle between Lag and Online Gamers Po-Han Tseng, Nai-Ching Wang, Ruei-Min Lin, and Kuan-Ta Chen Institute of Information Science, Academia Sinica.
Pin-Yun Tarng / An Analysis of WoW Players’ Game Hours Network and Systems Laboratory nslab.ee.ntu.edu.tw IEEE/IFIP DSN 2008 Network and Systems Laboratory.
Identifying MMORPG Bots: A Traffic Analysis Approach (MMORPG: Massively Multiplayer Online Role Playing Game) Kuan-Ta Chen National Taiwan University Jhih-Wei.
Patch Scheduling for On-line Games Chris Chambers Wu-chang Feng Portland State University.
LECTURE 02: EVALUATING MODELS January 27, 2016 SDS 293 Machine Learning.
26134 Business Statistics Week 4 Tutorial Simple Linear Regression Key concepts in this tutorial are listed below 1. Detecting.
Predicting the Perceived Quality of a First Person Shooter Game The Team Fortress 2 T-Model David Dwyer Eric Finn Advisor: Mark Claypool 1.
Linear Regression Models Andy Wang CIS Computer Systems Performance Analysis.
SUMMARY EQT 271 MADAM SITI AISYAH ZAKARIA SEMESTER /2015.
Exploring Social Influence via Posterior Effect of Word-of-Mouth Recommendations Junming Huang, Xue-Qi Cheng, Hua-Wei Shen, Tao Zhou, Xiaolong Jin WSDM.
Approaches to quantitative data analysis Lara Traeger, PhD Methods in Supportive Oncology Research.
1 Chapter 12: Analyzing Association Between Quantitative Variables: Regression Analysis Section 12.1: How Can We Model How Two Variables Are Related?
Building Valid, Credible & Appropriately Detailed Simulation Models
BPS - 5th Ed. Chapter 231 Inference for Regression.
Marshall University School of Medicine Department of Biochemistry and Microbiology BMS 617 Lecture 13: Multiple, Logistic and Proportional Hazards Regression.
26134 Business Statistics Week 4 Tutorial Simple Linear Regression Key concepts in this tutorial are listed below 1. Detecting.
Stats Club Marnie Brennan
RES 500 Academic Writing and Research Skills
Presentation transcript:

On the Sensitivity of Online Game Playing Time to Network QoS Kuan-Ta Chen National Taiwan University Polly Huang Guo-Shiuan Wang Chun-Ying Huang Chin-Laung Lei Collaborators: INFOCOM 2006

On the Network QoS-Sensitivity of Online Game Playing Times 2 Talk Outline Overview Trace collection Analysis and modeling of the relationship between session times and QoS Implications and applications Summary

On the Network QoS-Sensitivity of Online Game Playing Times 3 Motivation Real-time interactive online games are generally considered QoS-sensitive Gamers always complain about high “ping-times” or network lags Online gaming is increasly popular depsite the best- effort Internet Q1:Are players really sensitive to network quality as they claim? Q2:If so, how do they react to poor network quality?

On the Network QoS-Sensitivity of Online Game Playing Times 4 Assessment of User Satisfaction Internet PathLatencyDelay JitterLossSatisfaction 1GoodPoorAverage? 2 GoodPoor? 3 AverageGood? Which path can provide the best user experience?

On the Network QoS-Sensitivity of Online Game Playing Times 5 Previous Work Evaluating the enjoyment of game playing in a controlled network environment Real-life user behavior is not measurable in a controlled experiment RTT = X Delay Jitter = Y Packet Loss = Z Subjective evaluation is costly and not scalable Objective evaluation is not generalizable Shooting games: number of kills Racing games: time taken to complete each lap Strategy games: capital accumulated

On the Network QoS-Sensitivity of Online Game Playing Times 6 Our Conjecture Poor Network Quality Unstable Game Play Less Fun Shorter Game Play Time affects Verified by real-life game traces

On the Network QoS-Sensitivity of Online Game Playing Times 7 Key Contributions / Findings Session time as a means to measure users’ feeling about network quality Players are sensitive to network conditions (in terms of game playing time) Proposed a time-QoS model to quantify the impact of network quality l og ( d epar t urera t e ) / 1 : 27 £ l og ( r tt ) + 0 : 68 £ l og ( ji tt er ) + 0 : 12 £ l og ( c l oss ) + 0 : 09 £ l og ( s l oss )

On the Network QoS-Sensitivity of Online Game Playing Times 8 神州 Online It’s me ShenZhou Online A commercial MMORPG in Taiwan Thousands of players online at anytime TCP-based client-server architecture

On the Network QoS-Sensitivity of Online Game Playing Times 9 Trace Collection (20 hours and 1,356 million packets) Session #Avg. TimeTop 20%Bottom 20% 15, min> 8 hours< 40 min

On the Network QoS-Sensitivity of Online Game Playing Times 10 Round-Trip Times vs. Session Time y-axis is logarithmic

On the Network QoS-Sensitivity of Online Game Playing Times 11 Delay Jitter vs. Session Time (std. dev. of the round-trip times)

On the Network QoS-Sensitivity of Online Game Playing Times 12 Hypothesis Testing -- Effect of Loss Rate Null Hypothesis: All the survival curves are equivalent Log-rank test: P < 1e-20 We have > % confidence claiming loss rates are correlated with game playing times high loss low loss med loss The CCDF of game session times

On the Network QoS-Sensitivity of Online Game Playing Times 13 Effect of QoS Factors -- Overview QoS FactorSignificant?Correlation Average RTTYesNegative Delay JitterYesNegative Client Packet LossYesNegative Server Packet LossYesNegative Queueing DelayNoN/A (significant: p-value < 0.01)

On the Network QoS-Sensitivity of Online Game Playing Times 14 Regression Modeling Linear regression is not adequate Violating the assumptions (normal errors, equal variance, …) The Cox regression model provides a good fit Log-hazard function is proportional to the weighted sum of factors Hazard function (conditional failure rate) The instantaneous rate of quitting a game for a player (session) h ( t ) = l i m ¢ t ! 0 P r [ t · T < t + ¢ t j T ¸ t ] ¢ t (our aim is to compute ) ¯ where each session has factors Z (RTT=x, jitter=y, …) l og h ( t j Z ) / ¯ t Z Commonly used to model the effect of treatment on the survival time or relapse time of patients

On the Network QoS-Sensitivity of Online Game Playing Times 15 Model Fitting must be conformed Explore true functional forms of factors by goodness- of-fit and Poisson regression A standard Poisson regression equation: E ( X ) = exp ( ¯ t Z ) exp ( i n t ercep t ) h ( t j Z ) = exp ( ¯ t Z ) h 0 ( t ) E [ s i ] = exp ( ¯ t s ( Z )) Z 1 0 I ( t i > s ) h 0 ( s ) d s  All factors are better describing user departure rate in the logarithmic form h ( t j Z ) / exp ( ¯ t Z ) Human beings are known sensitive to the scale of physical magnitude rather than the magnitude itself Scale of sound (decibels vs. intensity) Musical staff for notes (distance vs. frequency) Star magnitudes (magnitude vs. brightness)

On the Network QoS-Sensitivity of Online Game Playing Times 16 The Logarithm Fits Better (client packet loss rate)

On the Network QoS-Sensitivity of Online Game Playing Times 17 Final Model & Interpretation Interpretation A: RTT = 200 ms B: RTT = 100 ms, other factors same as A Hazard ratio between A and B: exp((log(0.2) – log(0.1)) × 1.27) ≈ 2.4 A will more likely leave a game (2.4 times probability) than B at any moment VariableCoefStd. Err.Signif. log(RTT) < 1e-20 log(jitter) < 1e-20 log(closs) < 1e-20 log(sloss) e-13

On the Network QoS-Sensitivity of Online Game Playing Times 18 How good does the model fit? Observed average session times are almost within the 95% confidence band

On the Network QoS-Sensitivity of Online Game Playing Times 19 Relative Influence of QoS Factors Latency = 20%Client packet loss = 20% Delay jitter = 45%Server pakce loss = 15% Earlier studies neglected the effect of delay jitters Current games rely on only “ping times” to choose the best server Client packets convey user commands Server packets convey response and state updates

On the Network QoS-Sensitivity of Online Game Playing Times 20 Applications of the Time-QoS Model An index to quantify user intolerance of network quality: PathLatencyJitterLoss rateRisk 1100 ms (G)50 ms (P)5% (P) ms (A)20 ms (G)1% (A) ms (P)30 ms (A)1% (A)-5.4 (Best choice) l og ( d epar t urera t e ) / 1 : 27 £ l og ( r tt ) + 0 : 68 £ l og ( ji tt er ) + 0 : 12 £ l og ( c l oss ) + 0 : 09 £ l og ( s l oss ) [Application 1] Optimizing user experience Allocate more resources to players experience poor QoS [Application 2] Design tradeoffs Is it worth to sacrifice 20ms latency for reducing 10ms jitters? [Application 3] Path selection

On the Network QoS-Sensitivity of Online Game Playing Times 21 Summary Session time as a means to assess the impact of network quality on users in real-time applications Game players are not only sensitive, but also reactive, to network conditions they experience Proposed a time-QoS model as a utility function to optimize user experience and network infrastructure design

Thank You! Kuan-Ta Chen