The Anatomy of a Large Mobile Massively Multiplayer Online Game Ashish Patro, Yadi Ma, Michael Griepentrog, Isaac Hall, Shravan Rayanchu, Suman Banerjee Wisconsin Wireless and NetworkinG Systems (WiNGS) Laboratory, UW-Madison MOTIVATION • Rapid growth of smartphones and Internet enabled handheld devices + third party applications • Need to better understand and characterize the smartphone + application ecosystem • Games constitute an important chunk of these applications • Study of Parallel Kingdom, a MMORPG available for iPhone & Android • Long-term measurement study • Trace spanning around 555 days, 100,000+ unique players, ~70 countries and ~800 observed ISPs • Need to analyze : • Game characteristics : Analysis of trends related to game’s population • Network characteristics (WiFi vs. Cellular) : Analyze network delay and TCP behavior • Mobility characteristics : Study the mobility patterns of the application users • Expenditure characteristics : Study the impact of various factors on the players’ money spending behavior GAME CHARACTERISTICS The number of daily active players suddenly increases after each game update, then decreases/stabilizes with time. MOBILITY CHARACTERISTICS • Coarse grained location analysis • Using co-ordinate (latitude-longitude) Information returned by the device NETWORK MEASUREMENTS Connect to the Game “Hello” (TCP and UDP) Game Server Clients Measurement Server Game Running About two thirds of players play in multiple places each day. Game Server Clients CDF of the number of unique locations travelled by players on a single day. Measurement Server EXPENDITURE CHARACTERISTICS NETWORK CHARACTERISTICS Network conditions (RTTs) affect money spent in the game. Good network conditions promote Money Spending by the players. Daily active players across time. Relationship between normalized average food players spent per time unit and average RTT of sessions. Application level RTT distribution for Cellular and WiFi devices. RTT with different cellular ISPs. Amongst sessions with Food consumption, longer sessions are usually associated with more Food consumption. Android platform exhibits an increasing trend in popularity. The number of Android players eventually exceeds the number of iPhone players. Platforms used by players starting from Age 2. Relationship between session lengths and normalized Food spent in sessions. TCP performance. RTTs for different ISPs for WiFi based players.
© Copyright 2026 Paperzz