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Department of Telecommunications NetGames 2011Ottawa, October 2011 MMORPG Player Behavior Model based on Player Action Categories Mirko Suznjevic, Ivana.

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Presentation on theme: "Department of Telecommunications NetGames 2011Ottawa, October 2011 MMORPG Player Behavior Model based on Player Action Categories Mirko Suznjevic, Ivana."— Presentation transcript:

1 Department of Telecommunications NetGames 2011Ottawa, October 2011 MMORPG Player Behavior Model based on Player Action Categories Mirko Suznjevic, Ivana Stupar, Maja Matijasevic University of Zagreb, Faculty of Electrical Engineering and Computing Unska 3, Zagreb, Croatia mirko.suznjevic@fer.hr

2 Department of Telecommunications Napoli, June 20112 /30

3 Department of TelecommunicationsProblem  How does player behavior affect load (both network and server)?  We study and model player behavior  Session length  Number of player on a server  Session composition (what exactly players do during a session)  Model implementation in Player behavior simulator (Java)  Results enable:  Better infrastructure planning and optimization  Churn analysis  Input for other tools Ottawa, October 20113 /30

4 Department of TelecommunicationsIntroduction  Massively Multiplayer Online Role-Paying Game (MMORPG)  Players assume the role of a character (in a persistent virtual world) and take control over many of that character's actions  Numbers constantly increasing  460 MMORPGs active / in development (mmorpg.com)  54 million MMO players in USA alone (NewZoo)  Business models  Subscription based  Selling content updates  Selling virtual items (micro transactions) Ottawa, October 20114 /30

5 Department of Telecommunications Introduction – Player behavior  Session lengths – OK  Number of players – OK  Session composition - ?  How to measure what exactly players do in MMORPG?  Many possible (inter)actions  Vast virtual worlds  Classification (grouping) of possible situations in virtual world  Needs to be generally applicable  Take into account both player input and surroundings  Meaningful in relation to game design Ottawa, October 20115 /30

6 Department of Telecommunications Classification - Questing Ottawa, October 20116 /30

7 Department of Telecommunications Classification - Trading Ottawa, October 20117 /30

8 Department of Telecommunications Classification - PvP combat Ottawa, October 20118 /30

9 Department of Telecommunications Classification - Dungeons Ottawa, October 20119 /30

10 Department of Telecommunications Classification - Raiding Ottawa, October 201110 /30

11 Department of Telecommunications Classification - Final Ottawa, October 201111 /30

12 Department of Telecommunications Use case – World of Warcraft Ottawa, October 201112 /30

13 Department of TelecommunicationsMethodology Find players Install WSA-Logger PLAY (our WoW add-on) Create models Process data Submit log files Ottawa, October 201113 /30

14 Department of Telecommunications Results - Session length  Problem – different results in related work  Causes:  Measurement related (sample rates, different access networks)  What is a session? Ottawa, October 201114 /30 Player session Character session

15 Department of Telecommunications Results - Session length Ottawa, October 201115 /30

16 Department of Telecommunications Results - Session length  Weibull distribution (confirms previous results)  Significant hourly differences Ottawa, October 201116 /30

17 Department of Telecommunications Results – Player number  Well covered in related work (using existing datasets)  Y.-T. Lee, K.-T. Chen, Y.-M. Cheng, and C.-L. Lei, “World of Warcraft avatar history dataset,” in Proc. of the second annual ACM conference on Multimedia systems, 2011, pp. 123–128.  D. Pittman and C. GauthierDickey, “A Measurement Study of Virtual Populations in Massively Multiplayer Online Games,” in Proc. of the 6 th ACM SIGCOMM Workshop on Network and System Support for Games, 2007, pp. 25–30.  Problem: datasets contain character data, no way to extract player based data  Simulation of multiple users does not create player session lengths Ottawa, October 201117 /30

18 Department of Telecommunications Results – Player number  Modeled both arrival and departure processes as Homogenous Poisson Process (HPP)  Rates calculated for each hour, of each day of the week  Two categories (weekdays and weekends ) Pitman et al. dataset Lee et al. dataset Ottawa, October 201118 /30

19 Department of Telecommunications Results – Session composition  Session segment – part of the session containing only player actions of certain type  Duration  Probability Ottawa, October 201119 /30 Questing Trading PvP Combat Questing Trading Session segments

20 Department of Telecommunications Results – Segment duration goodness of fit  Session segment duration for every hour of the day  Raiding – hour specific models  Other categories – 1 model for whole day  Underlying distribution determined through Maximum Likelihood Estimation (MiniTab) Ottawa, October 201120 /30 CategoryFit TradingWeibull QuestingWeibull PvP CombatWeibull Dungeons Largest Extreme Value Raiding HourData portionFit 18-19 42%Weibull 58%Weibull 19-20 44%Weibull 56%Lognormal 20-21 42%Weibull 58%Lognormal 21-22100%Weibull 22-18100%Weibull

21 Department of Telecommunications Results – Segment duration goodness of fit  Questing, Trading, and PvP combat Ottawa, October 201121 /30

22 Department of Telecommunications Results – Segment duration goodness of fit  Dungeons Ottawa, October 201122 /30

23 Department of Telecommunications Results – Segment duration goodness of fit  Raiding Ottawa, October 201123 /30

24 Department of Telecommunications Results – Segment probability Ottawa, October 201124 /30 Questing Trading PvP combat Raiding Dungeons

25 Department of Telecommunications Results – Segment probability models  1 st order Markov chain for each hour of the day Ottawa, October 201125 /30

26 Department of TelecommunicationsImplementation  Player behavior simulator  Service independent  Input  XML files containing full service definition  Output  Dynamic graph  Concurrent notification of all newly created session segment  3 log files describing the simulation Ottawa, October 201126 /30

27 Department of Telecommunications Implementation - GUI Ottawa, October 201127 /30

28 Department of Telecommunications Implementation - Testing Ottawa, October 201128 /30

29 Department of TelecommunicationsConclusion  We investigated player behavior in MMORPGs in order to better understand, predict and simulate load on the MMORPG system  We created player behavior model  Session length  Player number  Session composition  Model implemented in Player behavior simulator  Results enable  Better infrastructure planning and optimization  Churn analysis  Input for other tools  Future work – behavior aware traffic generator Ottawa, October 201129 /30

30 Department of Telecommunications Ottawa, October 201130 /30


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