An Active Self-Optimizing Multiplayer Gaming Architecture V. Ramakrishna, Max Robinson, Kevin Eustice and Peter Reiher Laboratory for Advanced Systems.

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Presentation transcript:

An Active Self-Optimizing Multiplayer Gaming Architecture V. Ramakrishna, Max Robinson, Kevin Eustice and Peter Reiher Laboratory for Advanced Systems Research University of California, Los Angeles Fifth International Workshop on Active Middleware Services June 25 th, 2003

2 Overview Multiplayer games suffer from various problems Also representative of other distributed applications Our system An infrastructure for networked multiplayer games Route packets using a multicast tree Infrastructure capable of modifying itself on the fly and in face of changing network conditions Infrastructure is a middleware built using active networks; it is transparent to the application

3 Outline Multiplayer Gaming Project Objectives System Architecture Implementation Performance Evaluation Future Work and Conclusion

4 Introduction Networked multiplayer games Hugely popular industry Support increasing number of players DOOM (1993) – LAN-based game, used IPX Quake (1996) – first TCP/IP based game, scales more than DOOM Massively multiplayer games EverQuest, StarCraft, Counter Strike, Diablo Hundreds of game worlds all over the Internet Each world supports thousands of players

5 Multiplayer Game Design Issues Graphics and animation quality improve by leaps and bounds Only essential data must be delivered Network could become the bottleneck Advances made in Improving response time Maintaining consistent game state Less work done to improve networking infrastructure

6 Game Infrastructure Models Peer-to-Peer Client-Server Hybrid Approaches

7 Peer to Peer Architecture

8 Peer-to-Peer Architecture Pros Optimal response time Potential for interest management Cons Lot of redundant communication Doesn’t scale well Poor administrative control

9 Client Server Architecture

10 Client Server Architecture

11 Client Server Architecture Pros Scales reasonably well Companies can retain administrative control Cons Server eventually becomes a bottleneck Static topology Suboptimal position of server with respect to clients

12 Mirrored Server Architecture

13 Mirrored Server Architecture Pros Scales well Uniformity in response time Allows administrative control Cons Redundant communication Static topology Inconsistent game states at servers

14 Objectives Build a generic network infrastructure for multiplayer games Minimize redundant data communication Dynamic and self-adjusting in the face of failure Demonstrate usefulness of overlay network of active nodes Allows design of generic middleware for both new and legacy applications Can also be used for related applications like distributed simulations

15 Gaming Infrastructure (Dynamic Multicast) Build a multicast tree spanning all player nodes Based on some metric, such as link latency Select a node located “centrally” with respect to all tree nodes Mark this as the root or server

16 An Example

17 An Example Root or Server AggregationAggregation + DuplicationDuplication Deaggregation

18 Features of the Infrastructure Overlay active network Comprises of all adapter nodes, including player nodes Requires state information to be maintained Dynamism of the infrastructure Every active node monitors network conditions periodically If current tree structure is found to be sub-optimal Modify the tree Relocate the root to a suitable position

19 What are the gains ? Number of packet transmissions reduced Decreased work at routers Tree is fault tolerant Sensitive to changes in network conditions No static server More uniform response time

20 Implementation Prototype game infrastructure built Target game DOOM, running on Linux Peer-to-peer model, uses UDP 4 player limit Game proceeds in lock-step Active Networks Execution Environment ANTS (Active Node Transfer System) Maintains a cache at every node for storing packets “IPcept” kernel module used for transparent proxying and masquerading of sockets

21 Tree Construction and Monitoring Initial tree formation Statically built Each active node registers with the root Branch nodes perform aggregation and duplication of “active” DOOM packets Player (client) nodes perform deaggregation ANTS routing table at every node

22 Network Monitoring Each node “pings” neighbors periodically to get latency information; sends info to root Root calculates optimal tree and optimal position of root in that tree Tree replaced if necessary Root, and other adapters, relocated Packets routed through the new tree

23 Tree Computation Optimal spanning tree: Steiner tree problem (NP-complete) Calculate optimal source based shortest path tree using Dijkstra’s algorithm Place root at center of tree

24 Performance Evaluation – Overhead due to Middleware Overhead introduced by the middleware layer Two active players, single link Average = 4.1 msec 93% of packets experience lower than average latency Median = 1.75 msec Three nodes in a chain; end nodes are players, middle node is root Median at players = 1.85 msec Median at root = 1.5 msec Periodic spikes in overhead due to our network monitoring

25 Performance Evaluation – Overhead of Topology Change Old Root New Root Typical overhead of root relocation: msec Maximum overhead recorded: ~ 700 msec

26 Performance Evaluation Simulation of the active gaming architecture; taking measurements for large graphs Network traffic: total number of packets over links during a game step Tree quality: average distance between player nodes

27 Simulation Used Georgia Tech topology generator to generate random graphs (250 nodes): 2 Transit-Stub graphs (Internet-like topology) 1 Random graph using Waxman model 1 Three-level Hierarchical graph All nodes considered active Multicast group size varying from 2 to 30, selected randomly; readings from 100 instances of each group size

28 Network Traffic Comparison 99% Confidence Intervals

29 Network Traffic Comparison (Client- Server vs Dynamic Multicast) 99% Confidence Intervals

30 Average Player-to-Player Distance 99% Confidence Intervals

31 Related Work Panda and Conductor – LASR, UCLA Application-transparent adaptation Gathercast – [He2002] Packet aggregation paradigm Multicasting using active networks; e.g. [Lehman98] MiMaze gaming architecture – INRIA, France Uses IP multicasting A distributed multiplayer game server system – [Cronin2001], University of Michigan Mirrored-server architecture Reliable multicasting, clients connect to nearest server Requires re-modeling of the game

32 Future Work Make the system more fault tolerant; recover from failure of tree root Replicate server functionality Peer to peer communication between servers Reduces chance of bottleneck Build individual game clusters based on proximity

33 Conclusion Demonstrated that adaptation of packet distribution infrastructure can improve game performance Proved the feasibility of using active networks to adapt game architectures Both new and legacy games By extension, this can be used for other classes of distributed applications Performance impact will be even greater for non-real time applications Proved that dynamically modifiable trees and relocatable servers are practical On-the-fly modifications have very small impact on performance

34 Thank You Further questions ? Web Page: