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“Workload Characterization of a First Person Shooter” Luka Spoljaric Jeff Kwiat
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The Problem Problem: Today’s games consume enormous amounts of CPU resources. –Complex graphics and faster movement require greater rendering speeds Can anything be done about this??
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Solution We must form a better understanding of the workload generated by one these games –Increase efficiency within the game –Relieve the machine of excess burden to allow other processes more CPU resources
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Presentation Overview Introduction to Games Methodology Data Analysis Implications, Conclusions, and Future Research
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Introduction Several genres of video games –First Person Shooter Fast-paced, graphically enhanced Focus of this presentation –Role-Playing Games (RPGs) Lower graphics and slower play –Board Games Just plain boring
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Methodology Hardware TLAB setup –Dell Dimension 4100 –800 MHz Pentium III processor –256 MB DRAM –Video Card: NVIDIA_GLX-0.9-5 Software –Instrumented version of Linux Doom –Running on Redhat Linux release 6.2
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Testing Phase 20 real-world tests were conducted using the Doom instrumentation Each run lasted for 180 seconds Each player started at the same point in the game –Shareware version - “Knee-deep in the Dead” Skill level was set to “Ultimate Violence” –Player could interact with more enemies
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Doom Instrumentation Incoming Data (3 Blocks) –Doom Loop wraps all of these –GetEvents() X Windows events Doom Events –ProcessEvents() Process Doom Events –DisplayEvents() Update Sounds Display Submit Sounds
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Task Sizes Represent the amount of CPU time needed to perform a specific task. We measured task sizes of each event block: –GetEvents() –ProcessEvents() –DisplayEvents Empty Tasks Blocks where no events occurred –~98.5% !!
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GetEvents() Block Task Size –With empty tasks Mean: 0.00176 seconds STD: 0.0050825 seconds Range: 0.1 – 0.4 seconds –Without empty tasks Mean: 0.01390 seconds STD: 0.00595 seconds Range: 0.1 – 0.4 seconds
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Task Sizes With Empty Tasks Many cycles without events
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Task Sizes Without Empty Tasks
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Inter-arrival Times Inter-arrival times show multi-modal distributions Divided data into separate bins (short intervals and long intervals) Plotted each separately to present more effectively
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GetEvents() Block Inter-arrival times –Mean: 0.0159 –STD: 0.0244 –Distribution: Tri-modal Distribution STD > Mean!! – Relates to multi- modal distribution
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Inter-arrival Times vs. Percent
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Inter-arrival Times (Short)
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Inter-arrival Times (Long)
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ProcessEvents() Block Task Size –With empty tasks Mean: 0.00387 STD: 0.00781 –Without empty task Mean: 0.0166 STD: 0.00703
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Task Sizes with Empty Tasks
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Task Sizes without Empty Tasks
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ProcessEvents() Inter-arrival times –Mean: 0.029 s –STD: 0.026 s –Distribution: Multi-Modal distribution Longer intervals are more popular than in the GetEvents() blocks
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Inter-arrival Times vs. Percent
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Inter-arrival Times (Short)
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Inter-arrival Times (Long)
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Display() Block Task Size –With empty tasks Mean: 0.0016 STD: 0.0050 –Without empty tasks Mean: 0.0148 STD: 0.0065
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Task Sizes with Empty Tasks
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Task Sizes without Empty Tasks
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Display() Block Inter-arrival Times –Mean: 0.0346 –STD: 0.0307 –Distribution: Multi-modal
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Inter-arrival Times vs. Percent
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Inter-arrival Times (Short)
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Inter-arrival Times (Long)
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Display() Events Event 1: “UpdateSounds”
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Display() Events Event 2: “Display”
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Display() Events Event 3: “SubmitSounds”
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Future Work Extend workload characterization to other games (especially first person shooters) Participants with varying skill levels –Differences in task sizes –Differences in inter-arrival times Develop software to dynamically decide how much resources are necessary at a given point in the game
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Conclusions The task sizes of event blocks range from 0.0 – 0.4 CPU seconds with a large number of empty tasks The inter-arrival times can be modeled as a multi-modal distribution
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Thanks
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