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1 The Effects of Latency on Online Madden NFL Football James Nichols and Mark Claypool Computer Science Department Worcester Polytechnic Institute Massachusetts, USA NOSSDAV 2004 - Kinsale, County Cork, Ireland
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2 Motivation Why study network games? In 2003, despite economic downturn, games only industry to grow [ESA - 2004] 400,000 of the 1.3 million PS2 owners that bought SOCOM play online regularly [EGM - 10/03] Demanding application in terms of network requirements NOSSDAV 2004
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3 Motivation Why study sports games? No one has yet… Are there different user or network level requirements for sports games? Top selling genres in 2002 [“Essential Facts About the Computer and Video game Industry”, The Entertainment Software Association, 2003] Computer Games Strategy - 27.4% First-Person Shooter - 11.5% Sports - 6.3% Console Games Strategy - not reported! (small) First-Person Shooter - 5.5% Sports - 19.5% NOSSDAV 2004
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4 Latency and Network Games Effects of latency on interactive network applications well studied Web-browsing: seconds Audio conference: 100’s of milliseconds Games are highly interactive! First-person shooters: 100’s of ms Real-time strategy games What about sports? EA Sport’s Madden NFL Football Series NOSSDAV 2004
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5 Test environment NOSSDAV 2004
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6 Dumb Client Model NOSSDAV 2004
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7 Client-side prediction NOSSDAV 2004
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8 Simple Experiments Experiment 1 Hypothesize that online Madden Football uses client-side prediction to compensate for lag Large induced delay from Beta to Alpha (1500ms) Alpha on offense Alpha puts man in motion Results: Beta sees player move on his local display first! Player on Alpha’s display is lagged NOSSDAV 2004
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9 Results
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10 Results
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11 Another experiment Experiment 2 Hypothesize that online Madden Football uses dumb-client model Large induced delay from Alpha to Beta (1500ms) Results: Alpha sees player move on his local display first! Player on Beta’s display is lagged NOSSDAV 2004
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12 One more simple experiment Experiment 3 Hypothesize that symmetrical delay results in roughly synchronized presentation Large induced delay in both directions (1000ms each way) Results: Player movements are delayed on both displays, but are synchronized Now we can suggest a lag compensation model for online Madden Football NOSSDAV 2004
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13 Symmetrical Latencies NOSSDAV 2004
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14 Asymmetrical Latencies NOSSDAV 2004
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15 Asymmetrical Latencies
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16 Effect of latency on running First, isolate running What about NPC interactions? NOSSDAV 2004
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18 NOSSDAV 2004
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19 Experiment Hypothesize that offensive production (Yards/Attempt) will decrease as latency increases Play 3 full games at 8 different latencies (0-2000 ms rtt) One team runs over and over again Other team punts the ball right back NOSSDAV 2004
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20 Quantitative Results NOSSDAV 2004
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21 Qualitative Results At higher latency, player movements are lagged momentarily behind user input Hard to get a feel for the timing of when to spin, juke, stiff-arm, etc. Make “mistakes” at high latencies Run into defender Run out of bounds NOSSDAV 2004
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22 Example Player is pressing leftPlayer is pressing up Running back goes out of bounds NOSSDAV 2004
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23 Conclusions Experiments suggest that Madden uses a prediction of round-trip time to delay user input to compensate for latency Latency does effect user performance About 30% of the range we evaluated Typical latencies don’t have an effect Future work is to evaluate the effects of packet loss and investigate other sports games NOSSDAV 2004
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24 The Effects of Latency on Online Madden NFL Football James Nichols and Mark Claypool http://perform.wpi.edu NOSSDAV 2004 - Kinsale, County Cork, Ireland
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