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Network Analysis of Counter-strike and Starcraft PowerPoint PPT Presentation


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Network Analysis of Counter-strike and Starcraft. Mark Claypool, David LaPoint, Josh Winslow Worcester Polytechnic Institute Worcester, MA, USA http://www.cs.wpi.edu/~claypool/. Why Study Games?. Rapidly growing in popularity [9] 18 million on-line gamers, 1.6 billion dollar industry

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Network Analysis of Counter-strike and Starcraft

Mark Claypool, David LaPoint, Josh Winslow

Worcester Polytechnic Institute

Worcester, MA, USA

http://www.cs.wpi.edu/~claypool/


Why Study Games?

  • Rapidly growing in popularity [9]

    • 18 million on-line gamers, 1.6 billion dollar industry

    • Growing fraction of network traffic

    • Game consoles (Xbox, PS2, GameCube) online

  • Previous studies measured Web or Multimedia traffic

    • Games are different  low latency, small packets, bursty traffic

  • Possible benefits

    • Design networks to better accommodate network game traffic “turbulence”

    • Provide data for more realistic network simulations

       Network analysis of Counter-strike and Starcraft


What is Counter-strike?


What is Counter-strike?


Why Study Counter-strike? (1 of 2)

  • Gaming traffic dominated by first-person shooter (FPS) genre [9]

(Feng et al, IMW 2002)


Why Study Counter-strike? (2 of 2)


What is Starcraft?


Why Study Starcraft?

  • Real-Time Strategy (RTS) popular genre alternative to FPS

  • Starcraft

    • Best-selling game in 1998

    • Dozens of awards

    • Entrenched user base, especially in Korea

    • About 15% of Battle.net games are Starcraft


Outline

  • Introduction(done)

  • Experimental Setupnext

  • Analysis

    • Game Architectures

    • Bandwidth Use

    • Packet Sizes and Arrival

  • Conclusions


Experimental Setup

Game Client

Internet

  • Game client (and server)

    • PIII 800 MHz

    • nVidea geForce 2 3d w/64 Mbytes memory

    • 512 Mbytes RAM

    • 10 Mbps NIC

  • Sniffer PC ran Commview

  • Runs: Starcraft 2-8 players, Counter-strike 3-10 players

Sniffer

Hub

Campus

Game Server


Game Architectures

  • Counter-strike (CS)

    • Client-server

    • Clients send data only to server

    • Server maintains game state

    • Server sends all user actions to every other user

  • Starcraft (SC)

    • Peer-to-peer

    • Clients periodically send user actions to every other user


SC Bandwidth Sent and Game Size

Averages: 650 bytes/s

Stddev: 30%

+1500/12% per pair

Even bandwidth per user


CS Bandwidth Sent by Client

Average: 2690 bytes/s

Stddev: 110%

Bandwidth differs per client

(Map change)


CS Bandwidth Sent by Server

Average: 6470 bytes/s

Stddev: 135%

(Map change)


Bandwidth Analysis Summary

  • Starcraft more consistent than Counter-strike

    • Starcraft clients sends similar

    • Counter-strike clients sends vary

  • Largest games still possible over a modem

    • Starcraft can have up to 8

    • Counter-strike can have up to 32

    • Counter-strike server may have network bottleneck


Packet Sizes


CS Packet Sizes by Server


Packet Interarrival Times


Packet Analysis Summary

  • Counter-strike and Starcraft have significantly smaller packets than typical (400 bytes [9])

  • Counter-strike sends bursts of small packets, while Starcraft steadier

  • Number of players does not affect packet sizes for Starcraft or Counter-strike clients

  • Server packet sizes and rates very considerably depending upon the action and number of players


Conclusions

  • Network games different than typical Internet applications

    • Very interactive

    • Small, bursts of UDP packets

  • Starcraft (RTS)

    • Steadier data rate scales linearly with users

    • Small packet sizes

  • Counter-strike (FPS)

    • Burstier data rate depending upon action

    • Packet sizes for server depend upon action


Future Work

  • Incorporate into simulator for network impact studies (NS-2)

    • Simulate “rounds” in Counter-strike

  • Other RTS and FPS games

    • Warcraft III (RTS)

    • America’s Army (FPS)

  • Other genres and games

    • The Sims Online

  • Data traces available at:

    http://perform.wpi.edu/downloads/


Network Analysis of Counter-strike and Starcraft

Mark Claypool, David LaPoint, Josh Winslow

Worcester Polytechnic Institute

Worcester, MA, USA

http://www.cs.wpi.edu/~claypool/


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