Pangolin – Speedy Messaging for Cloud-based Social Gaming Chao Zhang † , Cheng Huang ‡ , Philip A. Chou ‡ , Jin Li ‡ , Sanjeev Mehrotra ‡ , Keith W. Ross † , Hao Chen $ , Felix Livni $ , and Jay Thaler $ † NYU/Poly ‡ Microsoft Research $ Xbox Live ACM CoNEXT, December 8, 2011 1
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How to ensure universally smooth gaming experience? Bounding the tail performance! 3
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interaction gap 6
• Unfortunately, many messages arriving late 7
2500 • US/CAN & Europe only 2000 Latency (ms) • Imagine what’s next 1500 • open to all markets 1000 • launch on mobile 500 0 95% 99% 99.9% 8
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* picture by courtesy L. Rizzo 10
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S:6 4 R:0 3 2 R:0 R:0 1 S:2 R:1 R:2 S:4 R≥1 1 2 0 R≥2 S:3 1 0 R≥4 S:2 S:6 0 S:5 4 4 S:4 3 3 R:1 S:3 2 2 2 R:0 S:3 R:1 1 1 1 R≥2 S:1 0 0 0 0 RTT 2RTT 3RTT 13
S:6 4 R:0 3 2 R:0 R:0 1 S:2 R:1 R:2 S:4 R≥1 1 2 0 R≥2 S:3 1 0 R≥4 S:2 S:6 0 S:5 4 4 S:4 3 3 R:1 S:3 2 2 2 R:0 S:3 R:1 1 1 1 R≥2 S:1 0 0 0 0 RTT 2RTT 3RTT 14
S:6 4 R:0 3 2 R:0 R:0 1 S:2 R:1 R:2 S:4 R≥1 1 2 0 R≥2 S:3 1 0 R≥4 S:2 S:6 0 S:5 4 4 S:4 3 3 R:1 S:3 2 2 2 R:0 S:3 R:1 1 1 1 R≥2 S:1 0 0 0 0 RTT 2RTT 3RTT 15
S:6 4 R:0 3 2 R:0 R:0 1 S:2 R:1 R:2 S:4 R≥1 1 2 0 R≥2 S:3 1 0 R≥4 S:2 S:6 0 S:5 4 4 S:4 3 3 R:1 S:3 2 2 2 R:0 S:3 R:1 1 1 1 R≥2 S:1 0 0 0 0 RTT 2RTT 3RTT 16
S:6 4 R:0 3 2 R:0 R:0 1 S:2 R:1 R:2 S:4 R≥1 1 2 0 R≥2 S:3 1 0 R≥4 S:2 S:6 0 S:5 4 4 S:4 3 3 R:1 S:3 2 2 2 R:0 S:3 R:1 1 1 1 R≥2 S:1 0 0 0 0 RTT 2RTT 3RTT 17
S:6 4 R:0 3 2 R:0 R:0 1 S:2 R:1 R:2 S:4 R≥1 1 2 0 R≥2 S:3 1 0 R≥4 S:2 S:6 0 S:5 4 4 S:4 3 3 R:1 S:3 2 2 2 R:0 S:3 R:1 1 1 1 R≥2 S:1 0 0 0 0 RTT 2RTT 3RTT 18
S:6 4 R:0 3 2 R:0 R:0 1 S:2 R:1 R:2 S:4 R≥1 1 2 0 R≥2 S:3 1 0 R≥4 S:2 S:6 0 S:5 4 4 S:4 3 3 R:1 S:3 2 2 2 R:0 S:3 R:1 1 1 1 R≥2 S:1 0 0 0 0 RTT 2RTT 3RTT 19
S:6 4 R:0 3 2 R:0 R:0 1 S:2 R:1 R:2 S:4 R≥1 1 2 0 R≥2 S:3 1 0 R≥4 S:2 S:6 0 S:5 4 4 S:4 3 3 R:1 S:3 2 2 2 R:0 S:3 R:1 1 1 1 R≥2 S:1 0 0 0 0 RTT 2RTT 3RTT 20
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2500 TCP 2000 Pangolin 60% Latency (ms) 1500 1000 500 0 95% 99% 99.9% Pangolin redundancy – only 6.1%! 24
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BACKUP SLIDES 28
• Pangolin address this class of problems 29
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