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On the Geographic Distribution of On- line Game Servers and Players Wu-chang FengWu-chi Feng Discussion moderated By: John Carter
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Motivation Understanding geographic distribution of game servers and players. Q: How much can we generalize results? Server placement strategies enhance gaming experience. FPSes require proximity to servers. Q: Is geographic proximity a good approximation for topological proximity?
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Contributions Geographic characterization of game servers for popular FPSes: Q: Where are the servers located ? Geographic characterization of game players for one game server: Q: Where are the players?
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Methodology Q: How did the researchers measure the client and server locations? Q: How did they determine IP addresses? Q: How did they map addresses to locs? Q: How did researchers encourage players to come to their server?
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Methodology Obtaining server addresses: Obtain server list from centralized registry server. Select server based on round trip latency from client, using ping.
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Methodology (contd.) Obtaining client addresses. Not easy! Needs access to centralized authentication and game servers. Easier to focus on the distribution of players for a particular game. Deriving geographic locations Use commercial geographic mapping tool.
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Evaluation Longitudinal histogram for Game Servers distribution.
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Evaluation (contd.) Longitudinal CDF of game server distribution.
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Evaluation (contd.) Latitudinal CDF of game servers.
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Evaluation (contd.) Longitudinal histogram for players.
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Evaluation (contd.) Longitude CDF for players. Only 30% of the players are within 10 degree longitude and about 50% players are in North America!
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Discussion Q: What did they believe caused the distributions of clients/servers? Q: How did the distribution change over time? Time of day? Load? Q: What can servers/developers do to improve client choices?
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Evaluation (contd.) Reasons for utilization of game servers by geographically remote users: Disparity between geographic location and network topology. Application server delays dominate network delays. Server selection mechanisms for popular games are broken. The number of players on a server determines desirability over delay. A shortage of servers overseas.
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Evaluation (contd.) Player locations over time – Time of day phenomenon!
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Evaluation (contd.) Player locations over time.
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Conclusion. Results show that game servers are mainly distributed across the northern hemisphere in US, Europe and East Asia. There is some geographic preference between players and servers. The dominant factor in the geographic distribution of game players is the time- of-day.
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Provisioning On-line Games: Analysis of a Busy Counter-Strike Server Francis Chang, Wu-chang Feng, Wu-chi Feng, Jonathan Walpole
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Week in the Life of a C-S Server Multiple transient clients connect to pre- existing stationary game server Internet Server Network Monitor
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Discussion Q: What were the major findings? Bandwidth patterns? Periodic? Client bandwidth? Packet sizes? Q: Is game traffic like other traffic? How so or how not? Q: What lessons can we learn?
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Bandwidth: Nearly constant
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Usage patterns Network usage unlike traditional internet apps Bandwidth is not self-similar, aggregates well
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Bandwidth analysis Highly periodic broadcasts at msec level
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Client bandwidth Designed to saturate the “last mile” Carefully kept under 56Kbps modem limit
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Packet size distributions Primarily long bursts of small packets Driven by low latency requirements
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Final observations Bursts of small packets not a great match for way routers work Hard to quickly route large bursts NAT routers particularly bad Drop lots of packets Unfortunately, buffering is not the solution Added latency eliminates benefit
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Discussion What lessons did we learn?
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What would YOU do? What if you were building a server infrastructure for an online game? How would you build it? What issues would you consider? How would you optimize for various user scenarios? Can we improve network proximity? Let’s design some “on paper”…
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