ICICS-PCM 2003 15-18 December 2003 Singapore 3B6.8 Traffic Analysis of Internet-based Multiplayer Online Games from a Client Perspective John C. McEachen Department of Electrical and Computer Engineering Naval Postgraduate School Monterey, California 93940 USA [email protected] Abstract—An analysis of self-similarity in traffic generated by the popular Internet-based online game engine, Unreal Engine, is presented. Client-side packet traces are collected and analyzed for both client and server traffic. Initial analysis of over two million packets indicates client generated traffic shows strong long-range dependence of a self-similar nature primarily due to packet interarrival times associated with user actions. On the contrary, server generated traffic seen at the client, while still exhibiting a heavy tail, is more short-range dependent in regions where self-similarity is observed. for the U.S. Department of the Army by the U.S. Naval Postgraduate School. AAO is part of a new class of games referred to as “advergames” – the U.S. Army gives the game away for free for recruitment purposes and to foster increased understanding of Army operations [4]. As of April, 2003, AAO had 1.3 million registered users, 27% of which were believed to be outside the United States. Figure 1 shows a sample screenshot of users participating in a game. Index Terms—Massively multiplayer online games (MMOG), self-similarity, statistical analysis 1. Introduction S INCE the introduction of Meridian 59 in 1995 and later Ultima Online (UO) in 1997, massively multiplayer online games (MMOG) have seen a tremendous level of growth and development. Today, most MMOGs, such as Sony’s Everquest, Asheron’s Call, and UO are subscription-based, charging a monthly fee for participation. MMOGs are part of a more general class of software called massively multiuser persistent worlds (MMPW). The persistent attribute of MMOGs is perhaps its most defining attribute. The MMOG is persistent in that players continue to play, develop capabilities, and evolve in general whether or not the individual player is logged on to the game. [1] As [1] argues, MMPW may well revolutionize many facets of social interaction extending far beyond the limits of gaming and entertainment. MMPWs appear to have significant potential in areas of conferencing, training, and general simulation. Already, the U.S. Department of Defense has made significant investments in this type of technology for training members of its armed services [2]. If this inevitable proliferation of MMOG use holds true, it will have a significant impact on network design and performance. Consequently, this paper aims to provide a better understanding of the behavior of traffic that is associated with these types of simulation environments. In this paper, one of the more popular Internet-based online games, America’s Army: Operations (AAO) is analyzed [3]. AAO is a first person shooter (FPS) loose MMOG developed 0-7803-8185-8/03/$17.00 © 2003 IEEE Fig. 1. A screenshot from America’s Army: Operations. The soldiers in the doorway on the left are other players on the same team controlled from various locations on the Internet. (Courtesy of the U.S. Department of the Army) AAO can simultaneously support approximately 186,000 users, although users are actually divided into games – or shards – of 20 – 50 users [2]. Compare this to Everquest which recently announced the support of 118,000 simultaneous users in shards of 3,000 users each [1]. Unreal Engine The actual underlying software engine for AAO is a commercial, open-source product called Unreal Engine, developed by Epic Games Inc. of Raleigh, North Carolina. Unreal Engine is a very popular gaming engine used in number of successful MMOGs including Tom Clancy’s Splinter Cell, Unreal Tournament (UT), UT2003, Star Trek, the Next Generation: Klingon Honor Guard, Duke Nukem Forever, Rune, Navy Seals and several others. Unreal Engine is based on a centralized architecture. Clients connect to a single centralized server and send the server updates corresponding to player actions such as movement, weapons firing, etc. The server in turn forwards information consolidated from other clients as to player positions and actions. All Unreal Engine exchanges, including user authorization, are conducted using UDP. Related Efforts In [5] the collected traffic statistics of the LAN-based games, QuakeWorld (a LAN-based multiplayer extension of Quake) and Starcraft are presented. The paper observes observation the same packet size distribution generated by clients as is presented below, however, the authors do not present any statistical analysis of the traffic beyond anecdotal discussion of the observed traces. Another study of a LANbased implementation is discussed in [6]. Although the data set under consideration is considerably smaller, the study presents a more rigorous statistical analysis of the traffic and presents potential source models for generating simulated traffic. The results of [6] differ from those observed in this paper for Internet-based traffic, particularly in the case of client generated traffic which was deterministic in packet size and produced a more exponentially oriented interarrival time distribution. More recently, in [7] another method for source modeling of LAN-based traffic of the game Starsiege Tribes is presented. In this paper, the characteristics of an Internet or WANbased game are examined exclusively. The effect of WAN transport networks on IP traffic has been extensively discussed (e.g. [8]). Consequently, it would be reasonable to assume that the characteristics of WAN-based MMOGs would be different than those seen in the LAN environment. This paper specifically looks at traces observed from the position of the client because it was assumed that this would be the location most likely to observe the cumulative effect of WANbased variations on the traffic of interest. message. Generally, a single action corresponding to the press of key correlates with the transmission of a UDP packet to the server. Consequently, the size of packets tends to be relatively small with limited variation. Figure 1 shows a plot of the distribution of packet sizes for a sample of 32,000 packets. Note how the range of packets is limited to between 49 and 111 bytes. Fig. 1. Distribution of packet sizes generated by the Unreal Engine client. Fig. 2. Logarithmic distribution of interarrival times for client generated packets. 1. Experiments and Analysis Unreal Engine traffic was collected using tcpdump at microsecond resolution off a mirrored port of a client connection to a Fast Ethernet (100BaseT) LAN in Monterey, California, USA. Servers were located seventeen IP hops away in Atlanta, Georgia, USA. The client machine was a 2.6 GHz Pentium 4 with 512MB or RAM. To date over two million packets have been analyzed of three different users playing AAO in shards of 20. The figures below typically are representative illustrations of 32,000 packet samples from the overall collection. Aggregate analysis, however, was performed on the entire collection of traces. Client generated traffic The Unreal Engine translates keyboard and mouse input from the user into actions taken in the game environment such as walking, turning, firing weapons or communicating via text Fig. 3. A close-up view of the tail of the interarrival time distribution shown in figure 2. Note the number of outliers in the tail in figure 2. In this example there is almost a bimodal element associated with the range on the right of the illustration. This particular player would often pause or hide in waiting to ambush other players. Consequently a large variation between interarrival times could be observed. The left side of figure 4 illustrates the aggregate service rate of traffic generated by the client over time for different aggregated time series. From the illustration it can be seen that there is a strong correlation existing at all resolutions. Figure 2 and 3 illustrate an example of the distribution of interarrival times associated with client generated packets. Fig. 5. Packet size of server generated traffic over time. Note the periodic cycles of different packet sizes corresponding to the progress of rounds in a game. The left side of figure 4 also illustrates the large degree of similarity at various resolutions and the variation in service rate over time. We can conclude that this is most likely due to variation in interarrival time between packets. If we examine the coefficient of variation for packet size and interarrival time for all traces, shown in table 1, we see that the dispersion associated with packet size is actually quite small while the dispersion associated with interarrival time is significantly larger. TABLE 1. STATISTICAL MOMENTS FOR ALL TRACES OF CLIENT GENERATED TRAFFIC. Packet Size (bytes) Interarrival Time (sec) Standard Deviation (σ) 7.631 Mean (µ) 62.235 Coefficient of Variation (σ/µ) 0.123 0.00966 0.0132 0.734 Server generated traffic The server delivers UDP periodically to update the scene displayed on the client. Depending on the client’s location and actions occurring within view of the player, this packet and be relatively large or small. Figure 5 illustrates the packet Fig. 4. Multi-resolution illustration of service rate versus aggregate time series of 100, 32, 10, 3.2, 1, 0.32, and 0.1 seconds (from top). (Left side) Client generated traffic for various resolutions. (Right side) Server generated traffic. size of server generated packets over time. From examination of this figure, we can see a definite periodicity associated with the packet size. This corresponds to the rounds within the AAO game. At the beginning of the round, the team is gathered together and there is much information about member’s movements and actions for the server to pass on to the client. As team members disperse and eventually are eliminated, the amount of information the server needs to pass to the client diminishes. Eventually the round end ends when all of one team is eliminated or the objectives are all achieved and a new round begins. The distribution of packet sizes for server generated traffic is shown in figure 6. Examination of this figure reveals that the server generates packet size with a much larger variation and consequently a heavier tail than we saw with the client. This also corresponds with the effect noted above associated with the progress of rounds within the games. TABLE 2. STATISTICAL MOMENTS FOR ALL TRACES OF SERVER GENERATED TRAFFIC. Packet Size (bytes) Interarrival Time (sec) Standard Deviation (σ) 104.164 Mean (µ) 190.511 Coefficient of Variation (σ/µ) 0.547 0.0514 0.118 0.436 Finally, returning to figure 4, the right side of the graphic illustrates the service rate of server generated packets at a variety of resolutions. The graphic illustrates how the server traffic is much less correlated than the client traffic. Additionally, we can see how the variance decreases with higher order time series (e.g. 100s/sample). There is still some level of short-range dependent similarity that apparently has contributions from variations in both packet size and interarrival time. This is revealed to some extent by examining the dispersion as shown in table 2. Self-similarity analysis A common technique for estimating the degree of selfsimilarity in a packet trace is by examining the variance of the distribution for different order time series [9]. In this case, the m time series, xk , is defined as xkm = Fig. 6. Distribution of Packet sizes for server generated traffic. The interarrival time of server generated packets is shown in figure 7. Again a wider tail is observed than we saw with the client generated traffic. This is further obfuscated by the queuing effects of the Internet in general [8]. km 1 ∑ xi m i = km −( m −1) (1) where m is the order of the series and k is the discrete point in time. As discussed in [9], the Hurst parameter, H, is frequently used as a measure of self-similarity in a random process. The Hurst parameter can be related to a parameter, β, by H = 1− β 2 (2) where β is related to extent of correlation in the process. For a self-similar process log[var( xkm )] ∼ log[var( x)] − β log m . m (3) Thus if we plot log[var( xk )] versus log m, a self-similar process should yield a straight line with slope – β. Fig. 7. Distribution of interarrival times for server generated traffic. Fig. 8. Plot of logarithm of the time series variance versus the logarithm of the order of the times series. Self-similarity is indicated by a straight line. This is particularly in the client traffic process. Figure 8 plots the aggregate time series variance of the service rate for both client and server generated traffic versus the time series order (m). Certainly, for the case of the client (dashed line) we see a nearly flat line with a slope approaching zero indicating strong long-range dependence. Self-similarity in the server generated traffic is not so clearly evident. There are regions where stronger self-similarity is evident, however, in general the server traffic process can be described at best short-range dependent. (H = 0.5). 2. Conclusion An analysis of traffic associated with the Internet-based gaming engine, Unreal Engine, was presented. This analysis revealed that client generated traffic has strong, long-range dependence and a high level of self-similarity. This is apparently due to the nature of user input into the game environment via player movement or other actions. On the other hand, while still somewhat heavy-tailed, server generated traffic did not appear as strongly correlated or selfsimilar, despite experiencing the effects of Internet transport. Self-similar traffic behavior has the effect of forcing network equipment manufacturers and architects to be more conservative in their design. If this nature holds true for client input to Internet-based MMOG and MMPW, this property could have significant ramifications for future system performance. No source models were presented in this paper, however, it is reasonable to assume the both traffic processes could be extended to a heavy-tailed distribution such Pareto or Weibull. Future research will examine this possibilities. REFERENCES [1] Gehorsam, R., “The coming revolution in massively multiuser persistent worlds,” Entertainment Computing, April, 2003. pp. 95 – 97. [2] Plummer, A. “Pentagon looking at next generation of online gaming technology,” Inside the Pentagon, Nov. 7, 2002. [3] http://www.americasarmy.com/ [4] Wiltenburg, M., “More than playing games,” Reuters/Christian Science Monitor, April 3, 2003. [5] Bangun, R. A., Dutkiewicz, E., and Anido, G. J., “An analysis of multi-player network games traffic,” Proc. of the 1999 IEEE 3rd Workshop on Multimedia Sig. Proc., Copenhagen, Sept. 1999. pp. 3 – 8. [6] Borella, M. S., “Source models of network game traffic,” Proc. of Networld+Interop ’99 Engineers Conference, May 1999.. [7] Bangun, R. A. and Dutkiewicz, E., “Modelling multiplayer games traffic,” Proc. of the Intl. Conf. on Info. Tech.: Coding and Computing, 2000, Las Vegas, March 2000. pp. 228 – 233. [8] Floyd, S. and Paxson, V., “Difficulties in simulating the Internet,” IEEE/ACM Trans. on Networking, vol. 9, no. 4, August 2001. pp. 392 - 403. [9] Leland, W. E., Taqqu, M.S., Willinger, W., Wilson, D.V., “On the self-similar nature of Ethernet traffic (extended version),” IEEE/ACM Trans. on Networking, vol. 2, no. 1, Feb 1994. pp. 1 – 15.
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