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Measurement and Estimation of Network QoS among Peer Xbox Game Players Youngki Lee, KAIST Sharad Agarwal, Microsoft Research Chris Butcher, Bungie Studio Jitu Padhye, Microsoft Research
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A series of online multiplayer game via Xbox Live ▫ First Person Shooter (FPS) game ▫ 15 million copies sold worldwide We focus on Halo 3 for data collection and analysis. ▫ Halo 3 has a large set of widely distributed player population. ▫ released on September 25, 2007. 2
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P2P architecture of Halo 3 Xbox console
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P2P architecture of Halo P2P, a peer as a server Xbox console Xbox Live matchmaking service Network QoS between the server peer and other client peers is important for game quality. ▫ excellent experience: latency (< 50ms), BW (50~70Kbps). ▫ minimum requirement: latency ( 30Kbps).
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QoS probing among peers Xbox Live matchmaking service Query: Give me a list of hosts that satisfy my criteria Probing using the packet-pair technique 5 Candidate hosts
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Motivation Understand network path quality (NPQ) among peer game players and characteristics of the players ▫ NPQ in terms of network delay and capacity Address the problem of NPQ measurement overhead ▫ improve user pre-game experience probe fewer, better candidate hosts Limited publications on large-scale E2E network characterization ▫ Planetlab-based end-to-end NPQ studies: O(100) nodes ▫ king-based end-to-end NPQ studies O(1000) nodes ▫ several studies of provisioned server based games 6
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Methodology 1.Collect probe data among peer game players a)consoles report the probe results back to Xbox live service. 2.Understand characteristics of peer game playing 3.Understand NPQ between peer game players 4.Examine stability and predictability of NPQ a)propose three simple predictors IP history, prefix history, geography b)examine robustness of the predictors 7
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Outline Background Motivation Analysis on probe data ▫ general characteristics ▫ NPQ results NPQ prediction ▫ IP history predictor ▫ prefix history predictor ▫ geography predictor Conclusion 8
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Data Session data (per game attempted) ▫ time, session-id, src IP NPQ measurement data (per probing to a host) ▫ session-id, dest IP ▫ # of packet-pairs sent, # of packet-pairs rcvd ▫ minimum and median latency ▫ average downstream and upstream capacity Player locations calculated from their IP addresses ▫ MaxMind database provides mapping between locations and IP addresses 9
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Basic statistics 10 126 million probes among 5.6 million IP addresses !!! 11.14.2007 1.3.2008 (50 days) sessions distinct IPs total probes 39,803,350 5,658,951 126,085,887
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Geographic distribution 11 85% in USA 13% in Europe 2% in Asia, Australia
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Player characterization Strong diurnal pattern (peaks between 2 ~ 8PM, UTC time) Most players played a few games, only some a lot Probe distribution per game trial (session) ▫ 90% of sessions probed fewer than 10 hosts, but some a lot. 12 0.9
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Delay distribution 25% of the delay measurement are above 150ms. ▫ 150 ms: upper bound for responsive experience in FPS games. 13 150 0.75 25%
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Capacity distribution Peaks around typical broadband capacities in USA. ▫ marginal error due to the packet pair technique. 14
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Outline Background Motivation Analysis on probe data ▫ general characteristics ▫ NPQ results NPQ prediction ▫ IP history predictor ▫ prefix history predictor ▫ geography predictor Conclusion 15
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Predictors Predict NPQ without probing ▫ to disqualify a host, select a host, do quick re-probe ▫ potentially reduce the user-wait time and probe traffic IP/Prefix history predictor ▫ reuse the previous probe results between the same IP pair ▫ reuse results between two peers within the same prefix pair determine prefixes by BGP table (12/27/2007 RouteViews) Geography predictor ▫ predict delay or capacity based on the geographic distance 16
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IP history predictor (delay) Delays are very consistent over time, even for 50 days ▫ excellent predictor for delay 17 CV= Stdev/Mean, small CV = small variation (50 days)
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IP history predictor (capacity) Capacities are also quite consistent over time. ▫ decent predictor for downstream capacity 18 (50 days)
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Prefix history predictor Quite consistent, but more variation compared to IP pairs ▫ outliers mostly caused the variation. ▫ good predictor for delay after removing outliers. 19 (50 days)
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Geography predictor Distance has strong correlation with minimum delay ▫ good predictor for removing hosts with high latency 20 Distance (miles) 1200 1000 800 600 400 200 2000 4000 6000 8000 10000 12000 0 0 Delay (ms)
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Conclusions Large-scale end host latency and capacity characterization Large-scale P2P game network characterization ▫ 126 million probes among 5.6 million unique IPs NPQ prediction for delay ▫ IP history : great ! ▫ prefix history: good after removing outliers ▫ geography : great for removing distant hosts NPQ prediction for capacity ▫ IP history: decent! ▫ prefix history: not feasible ▫ geography: not feasible 21
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