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Everything I Learned About
Scaling Online Games I
Learned at Google and eBay
Randy Shoup 
@randyshoup
linkedin.com/in/randyshoup
Watch the video with slide
synchronization on InfoQ.com!
http://www.infoq.com/presentations
/kixeye-scalability

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Strategy
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change and innovation in your teams
- speakers and topics driving the evolution and innovation
- connecting and catalyzing the influencers and innovators
Highlights
- attended by more than 12,000 delegates since 2007
- held in 9 cities worldwide
Background
CTO at KIXEYE
•  Making awesome games awesomer (and scalabler
and reliabler)

Director of Engineering for Google App Engine
•  World’s largest Platform-as-a-Service

Chief Engineer at eBay
•  Multiple generations of eBay’s real-time search
infrastructure
Engineering “Fun”
Whole user / player experience
•  Think holistically about the full end-to-end
experience of the user
•  UX, functionality, performance, bugs, etc.

All useful metrics are *proxies* for fun
•  Performance: load time, frame rate, lag
•  Technology: latency, availability
•  Business: acquisition, retention, monetization
Real-Time Strategy Games are …
Real-time
Spiky
Diverse
Constantly evolving
Constantly pushing boundaries

è Technically and operationally demanding
Know Your Requirements
Less is more
•  More wood, fewer arrows
•  Solve 100% of one problem rather than 50% of two
•  Release one great feature instead of two iffy ones

Understand the requirements
• 
• 
• 
• 



e.g., Battle replay
Ephemeral combat
Immutable recording
Manageable storage footprint
Know Your Bottlenecks
Log everything
Monitor relentlessly
Measure bottlenecks and attack the first
•  “When you solve problem one, problem two gets a
promotion”
•  Theory of Constraints: attacking *any* other problem
yields no improvement


Accept that your intuition is WRONG (!)
Know Your Distributions
“Normal” distribution is *not* normal
•  Only works for quantities physically constrained on
both sides, clustered around a mean
•  E.g., adult height or weight

Leads to invalid analysis and conclusions
•  Removing outliers 
•  Ignoring real problems
•  Your (trained) intuition is WRONG (!)
Know Your Distributions
Exponential (“Long Tail”) distribution *much*
more common
•  Income, latency, human connections, etc.
•  Also easy to reason about – only single parameter

Percentiles are your best friends (!)
• 
• 
• 
• 

Reasonably characterize any distribution
Measure 90%ile, 99%ile, 99.9%ile
Focus on the real problems
Mean and Standard Deviation are useless
Layering and Responsibility
Multiple layers
• 
• 
• 
• 

Client
Game server
Services
Persistence

Clarify roles and responsibilities
•  Client- vs. server-authoritative
•  Google service layering (+)
Distribution of Data / Work
Load-balancing (for stateless work)
•  Web servers, proxies
•  Most services


Sharding (for stateful work)
• 
• 
• 
• 

Combat servers
Matchmaking
Leaderboards
Databases
Services
Simple, well-defined interface
Single-purpose
Modular and independent
Small team
Autonomy and responsibility
Component Isolation
Combat server for TOME
•  Highly “twitchy” real-time MOBA combat
•  Very latency-sensitive

Real-time interactions isolated to a single,
ephemeral component
•  No coordination with any central service

Highly dynamic load distribution
•  Router assigns battle to least-loaded server
•  Requires latency-fairness between players
Asynchrony: Do Work Up Front
Custom asset pipeline
•  Spriting, compression, etc


Pre-render “movies” instead of real-time particle
effects

Tons of caching
Asynchrony: Client Liveness
Client continues seamlessly if disconnected
•  Gameplay more important than immediate
synchronization

Event loop for rendering
•  Keep up with the frame rate (!)

Default to background processing
•  Refresh assets
•  Save client state
Asynchrony: Reactive Server
Minimize request latency
•  Respond as rapidly as possible to client
•  Queue events / messages for complex work
•  Service interactions via reliable events

Functional Reactive programming
•  Heavy use of Scala and Akka
•  Never block (!)
•  eBay, Google programming models (-)
Small, Independent Teams
Studio System
•  Full-stack, independent game teams
•  Near-complete autonomy on technology choices,
development processes

Vendor-customer discipline
•  Google service teams (+)

Reduces contention and coherence
Hire and Retain Top People
Hire ‘A’ Players
•  Difference between top and bottom performers is
not 1.5x; it’s 10x (!) 
•  (+) Google hiring process

Virtuous Cycle
•  A players bring A players
•  B players bring C players
•  Constantly raise the bar

Reduces contention and coherence
Play to People’s Strengths
People are not cogs, not fungible
•  (-) eBay “Train seats”
•  Destroyed incentives, personal pride, long-term
ownership

Align work with skills and passion
•  Symphony instead of Factory (!)
•  Skills in Flash, Scala, etc.
•  Build customizability for target developer, not
builder (DSL >> code)
Small Details Matter
In the very large, the very small matters a *lot*
•  Subatomic physics and cosmology
•  eBay and variable-byte encoding (+) 
•  GAE and memcache slab memory allocation (+)

Discipline is *which* details matter
•  Combat server and memory contention
•  40% improvement from six characters …
•  “const ”
Join us!
www.kixeye.com [jobs]
Watch the video with slide synchronization on
InfoQ.com!
http://www.infoq.com/presentations/kixeyescalability

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Everything I Learned About Scaling Online Games I Learned at Google and eBay: Scalability at KIXEYE

  • 1. Everything I Learned About Scaling Online Games I Learned at Google and eBay Randy Shoup @randyshoup linkedin.com/in/randyshoup
  • 2. Watch the video with slide synchronization on InfoQ.com! http://www.infoq.com/presentations /kixeye-scalability InfoQ.com: News & Community Site • 750,000 unique visitors/month • Published in 4 languages (English, Chinese, Japanese and Brazilian Portuguese) • Post content from our QCon conferences • News 15-20 / week • Articles 3-4 / week • Presentations (videos) 12-15 / week • Interviews 2-3 / week • Books 1 / month
  • 3. Presented at QCon San Francisco www.qconsf.com Purpose of QCon - to empower software development by facilitating the spread of knowledge and innovation Strategy - practitioner-driven conference designed for YOU: influencers of change and innovation in your teams - speakers and topics driving the evolution and innovation - connecting and catalyzing the influencers and innovators Highlights - attended by more than 12,000 delegates since 2007 - held in 9 cities worldwide
  • 4. Background CTO at KIXEYE •  Making awesome games awesomer (and scalabler and reliabler) Director of Engineering for Google App Engine •  World’s largest Platform-as-a-Service Chief Engineer at eBay •  Multiple generations of eBay’s real-time search infrastructure
  • 5. Engineering “Fun” Whole user / player experience •  Think holistically about the full end-to-end experience of the user •  UX, functionality, performance, bugs, etc. All useful metrics are *proxies* for fun •  Performance: load time, frame rate, lag •  Technology: latency, availability •  Business: acquisition, retention, monetization
  • 6. Real-Time Strategy Games are … Real-time Spiky Diverse Constantly evolving Constantly pushing boundaries è Technically and operationally demanding
  • 7. Know Your Requirements Less is more •  More wood, fewer arrows •  Solve 100% of one problem rather than 50% of two •  Release one great feature instead of two iffy ones Understand the requirements •  •  •  •  e.g., Battle replay Ephemeral combat Immutable recording Manageable storage footprint
  • 8. Know Your Bottlenecks Log everything Monitor relentlessly Measure bottlenecks and attack the first •  “When you solve problem one, problem two gets a promotion” •  Theory of Constraints: attacking *any* other problem yields no improvement Accept that your intuition is WRONG (!)
  • 9. Know Your Distributions “Normal” distribution is *not* normal •  Only works for quantities physically constrained on both sides, clustered around a mean •  E.g., adult height or weight Leads to invalid analysis and conclusions •  Removing outliers •  Ignoring real problems •  Your (trained) intuition is WRONG (!)
  • 10. Know Your Distributions Exponential (“Long Tail”) distribution *much* more common •  Income, latency, human connections, etc. •  Also easy to reason about – only single parameter Percentiles are your best friends (!) •  •  •  •  Reasonably characterize any distribution Measure 90%ile, 99%ile, 99.9%ile Focus on the real problems Mean and Standard Deviation are useless
  • 11. Layering and Responsibility Multiple layers •  •  •  •  Client Game server Services Persistence Clarify roles and responsibilities •  Client- vs. server-authoritative •  Google service layering (+)
  • 12. Distribution of Data / Work Load-balancing (for stateless work) •  Web servers, proxies •  Most services Sharding (for stateful work) •  •  •  •  Combat servers Matchmaking Leaderboards Databases
  • 13. Services Simple, well-defined interface Single-purpose Modular and independent Small team Autonomy and responsibility
  • 14. Component Isolation Combat server for TOME •  Highly “twitchy” real-time MOBA combat •  Very latency-sensitive Real-time interactions isolated to a single, ephemeral component •  No coordination with any central service Highly dynamic load distribution •  Router assigns battle to least-loaded server •  Requires latency-fairness between players
  • 15. Asynchrony: Do Work Up Front Custom asset pipeline •  Spriting, compression, etc Pre-render “movies” instead of real-time particle effects Tons of caching
  • 16. Asynchrony: Client Liveness Client continues seamlessly if disconnected •  Gameplay more important than immediate synchronization Event loop for rendering •  Keep up with the frame rate (!) Default to background processing •  Refresh assets •  Save client state
  • 17. Asynchrony: Reactive Server Minimize request latency •  Respond as rapidly as possible to client •  Queue events / messages for complex work •  Service interactions via reliable events Functional Reactive programming •  Heavy use of Scala and Akka •  Never block (!) •  eBay, Google programming models (-)
  • 18. Small, Independent Teams Studio System •  Full-stack, independent game teams •  Near-complete autonomy on technology choices, development processes Vendor-customer discipline •  Google service teams (+) Reduces contention and coherence
  • 19. Hire and Retain Top People Hire ‘A’ Players •  Difference between top and bottom performers is not 1.5x; it’s 10x (!) •  (+) Google hiring process Virtuous Cycle •  A players bring A players •  B players bring C players •  Constantly raise the bar Reduces contention and coherence
  • 20. Play to People’s Strengths People are not cogs, not fungible •  (-) eBay “Train seats” •  Destroyed incentives, personal pride, long-term ownership Align work with skills and passion •  Symphony instead of Factory (!) •  Skills in Flash, Scala, etc. •  Build customizability for target developer, not builder (DSL >> code)
  • 21. Small Details Matter In the very large, the very small matters a *lot* •  Subatomic physics and cosmology •  eBay and variable-byte encoding (+) •  GAE and memcache slab memory allocation (+) Discipline is *which* details matter •  Combat server and memory contention •  40% improvement from six characters … •  “const ”
  • 23. Watch the video with slide synchronization on InfoQ.com! http://www.infoq.com/presentations/kixeyescalability