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On the Sensitivity of Online Game Playing Time to Network QoS Kuan-Ta Chen National Taiwan University Polly Huang Guo-Shiuan Wang Chun-Ying Huang Chin-Laung Lei Collaborators: INFOCOM 2006
Talk Outline ,[object Object],[object Object],[object Object],[object Object],[object Object]
Motivation ,[object Object],[object Object],[object Object],Q1: Are players really  sensitive  to network  quality as they claim? Q2: If so, how do they  react  to poor network  quality?
Assessment of User Satisfaction Internet Which path can provide the best user experience? ? ? ? Satisfaction Good Average Poor 3 Poor Good Average 2 Average Loss Poor Delay Jitter Good Latency 1 Path
Previous Work ,[object Object],Real-life user behavior is not measurable in a controlled experiment RTT = X Delay Jitter = Y Packet Loss = Z ,[object Object],[object Object],[object Object],[object Object],[object Object]
Our Conjecture Poor Network Quality Unstable Game Play Less Fun Shorter Game Play Time affects Verified by real-life game traces
Key Contributions / Findings ,[object Object],[object Object],[object Object],l o g ( d e p a r t u r e r a t e ) / 1 : 2 7 £ l o g ( r t t ) + 0 : 6 8 £ l o g ( j i t t e r ) + 0 : 1 2 £ l o g ( c l o s s ) + 0 : 0 9 £ l o g ( s l o s s )
神州  Online ,[object Object],[object Object],[object Object],It’s me ShenZhou Online
Trace Collection (20 hours and 1,356 million packets) < 40 min Bottom 20% > 8 hours Top 20% 100 min Avg. Time 15,140 Session #
Round-Trip Times vs. Session Time y-axis is logarithmic
Delay Jitter vs. Session Time (std. dev. of the round-trip times)
Hypothesis Testing -- Effect of Loss Rate Null Hypothesis:  All the survival curves are equivalent Log-rank test:  P  < 1e-20 We have > 99.999% confidence claiming  loss rates are correlated with game playing times high loss  low loss  med loss  The CCDF of game session times
Effect of QoS Factors -- Overview (significant: p-value < 0.01) N/A No Queueing Delay Negative Yes Server Packet Loss Negative Yes Client Packet Loss Negative Yes Delay Jitter Negative Correlation Yes Significant? Average RTT QoS Factor
Regression Modeling ,[object Object],[object Object],[object Object],[object Object],(our aim is to compute  ) where each session has factors Z (RTT=x, jitter=y, …) The  instantaneous rate of quitting a game  for a player (session) Hazard function (conditional failure rate)  h ( t ) = l i m ¢ t ! 0 P r [ t · T < t + ¢ t j T ¸ t ] ¢ t ¯ l o g h ( t j Z ) / ¯ t Z Commonly used to model the effect of  treatment  on the  survival time  or relapse time of patients
Model Fitting ,[object Object],[object Object],A standard Poisson regression equation:   ,[object Object],E ( X ) = e x p ( ¯ t Z ) e x p ( i n t e r c e p t ) h ( t j Z ) = e x p ( ¯ t Z ) h 0 ( t ) E [ s i ] = e x p ( ¯ t s ( Z ) ) Z 1 0 I ( t i > s ) h 0 ( s ) d s h ( t j Z ) / e x p ( ¯ t Z ) ,[object Object],[object Object],[object Object],[object Object]
The Logarithm Fits Better (client packet loss rate)
Final Model & Interpretation A: RTT = 200 ms B: RTT = 100 ms, other factors same as A Hazard ratio between A and B:  exp((log(0.2) – log(0.1)) ×  1.27 ) ≈ 2.4 A will more likely leave a game ( 2.4 times probability ) than B at any moment Interpretation < 1e-20 0.04 1.27 log(RTT) 0.01 0.01 0.03 Std. Err. 7e-13 0.09 log(sloss) < 1e-20 0.12 log(closs) < 1e-20 Signif. 0.68 Coef log(jitter) Variable
How good does the model fit? Observed average session times are almost within the 95% confidence band
Relative Influence of QoS Factors Server pakce loss = 15% Delay jitter = 45% Client packet loss = 20% Latency = 20% ,[object Object],[object Object],[object Object],[object Object]
Applications of the Time-QoS Model ,[object Object],(Best choice) ,[object Object],[object Object],[object Object],[object Object],[object Object],-5.4 -6.0 -5.6 Risk 30 ms (A) 20 ms (G) 50 ms (P) Jitter 1% (A) 200 ms (P) 3 1% (A) 150 ms (A) 2 5% (P) Loss rate 100 ms (G) Latency 1 Path l o g ( d e p a r t u r e r a t e ) / 1 : 2 7 £ l o g ( r t t ) + 0 : 6 8 £ l o g ( j i t t e r ) + 0 : 1 2 £ l o g ( c l o s s ) + 0 : 0 9 £ l o g ( s l o s s )
Summary ,[object Object],[object Object],[object Object]
Thank You! Kuan-Ta Chen

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On the Sensitivity of Online Game Playing Time to Network QoS

  • 1. On the Sensitivity of Online Game Playing Time to Network QoS Kuan-Ta Chen National Taiwan University Polly Huang Guo-Shiuan Wang Chun-Ying Huang Chin-Laung Lei Collaborators: INFOCOM 2006
  • 2.
  • 3.
  • 4. Assessment of User Satisfaction Internet Which path can provide the best user experience? ? ? ? Satisfaction Good Average Poor 3 Poor Good Average 2 Average Loss Poor Delay Jitter Good Latency 1 Path
  • 5.
  • 6. Our Conjecture Poor Network Quality Unstable Game Play Less Fun Shorter Game Play Time affects Verified by real-life game traces
  • 7.
  • 8.
  • 9. Trace Collection (20 hours and 1,356 million packets) < 40 min Bottom 20% > 8 hours Top 20% 100 min Avg. Time 15,140 Session #
  • 10. Round-Trip Times vs. Session Time y-axis is logarithmic
  • 11. Delay Jitter vs. Session Time (std. dev. of the round-trip times)
  • 12. Hypothesis Testing -- Effect of Loss Rate Null Hypothesis: All the survival curves are equivalent Log-rank test: P < 1e-20 We have > 99.999% confidence claiming loss rates are correlated with game playing times high loss low loss med loss The CCDF of game session times
  • 13. Effect of QoS Factors -- Overview (significant: p-value < 0.01) N/A No Queueing Delay Negative Yes Server Packet Loss Negative Yes Client Packet Loss Negative Yes Delay Jitter Negative Correlation Yes Significant? Average RTT QoS Factor
  • 14.
  • 15.
  • 16. The Logarithm Fits Better (client packet loss rate)
  • 17. Final Model & Interpretation A: RTT = 200 ms B: RTT = 100 ms, other factors same as A Hazard ratio between A and B: exp((log(0.2) – log(0.1)) × 1.27 ) ≈ 2.4 A will more likely leave a game ( 2.4 times probability ) than B at any moment Interpretation < 1e-20 0.04 1.27 log(RTT) 0.01 0.01 0.03 Std. Err. 7e-13 0.09 log(sloss) < 1e-20 0.12 log(closs) < 1e-20 Signif. 0.68 Coef log(jitter) Variable
  • 18. How good does the model fit? Observed average session times are almost within the 95% confidence band
  • 19.
  • 20.
  • 21.