Battling demons and vampires on your lunch break … Switchboard: A Matchmaking System for Multiplayer Mobile Games Justin Manweiler , Sharad Agarwal, Ming Zhang, Romit Roy Choudhury, Paramvir Bahl ACM MobiSys 2011
Breakthrough of Mobile Gaming iPhone App Store 350K applica,ons 47% Time on 20% apps, 80% downloads Mobile Apps Spent Gaming Windows Phone 7 Top 10+ apps are games John Carmack (Wolfenstein 3D, Doom, Quake) … “multiplayer in some form is where the breakthrough, platform-defining things are going to happen in the mobile space” 2
Mobile Games: Now and Tomorrow Increasing Interac6vity Single‐player Mul6player Mul6player Mobile Turn‐based Fast‐ac6on (mobile today) (mobile today) (mobile soon) 3
Key Challenge Bandwidth is fine: 250 kbps to host 16‐player Halo 3 game Game Type Latency Threshold Delay bounds are First‐person, Racing ≈ 100 ms much 6ghter Sports, Role‐playing ≈ 500 ms Real‐,me Strategy ≈ 1000 ms Challenge: find groups of peers than can play well together 4
The Matchmaking Problem End-to-end Latency Threshold Connection Latency Match to sa+sfy total delay bounds Clients 5
Instability in a Static Environment 310 Median Latency (ms) 290 270 Due to instability, must consider latency distribu6on 250 230 210 190 170 150 9:36 9:50 10:04 10:19 10:33 10:48 11:02 11:16 11:31 11:45 12:00 Time of Day (AM) 6
End-to-end Latency over 3G First‐person Shoot. Racing Sports Real‐6me Strategy 1 0.8 Empirical CDF Peer‐to‐peer reduces latency 0.6 and is cost‐effec6ve AT&T to AT&T Direct 0.4 AT&T to AT&T via Bing 0.2 AT&T to AT&T via Duke AT&T to AT&T via UW 0 0 100 200 300 400 500 600 RTT (in ms) 7
The Matchmaking Problem Targe,ng 3G : Latency not Bandwidth Measurement / PredicTon at game +mescales interac+vity is key play anywhere Link Performance Grouping P2P Scalability 8
Requirements for 3G Matchmaking ● Latency estimation has to be accurate Or games will be unplayable / fail ● Grouping has to be fast Or impa,ent users will give up before a game is ini,ated ● Matchmaking has to be scalable For game servers For the cellular network For user mobile devices 9
State of the Art ● Latency estimation Pyxida, stable network coordinates; Ledlie et al. [NSDI 07] Vivaldi, distributed latency est.; Dabek et al. [SIGCOMM 04] Latency es,ma,on and matchmaking are ● Game matchmaking for wired networks established for wired networks Htrae, game matchmaking in wired networks; Agarwal et al. [SIGCOMM 09] ● General 3G network performance 3GTest w/ 30K users; Huang et al. [MobiSys 2010] Interac,ons with applica,ons; Liu et al. [MobiCom 08] Empirical 3G performance; Tan et al. [InfoCom 07] TCP/IP over 3G; Chan & Ramjee [MobiCom 02] 10
A “Black Box” for Game Developers IP network Internet GGSN GGSN “Black SGSN SGSN Box” RNC RNC End‐to‐end Performance Crowdsourced Link Performance Measurement (over 6me) 11
Crowdsourcing 3G over Time Latency Similarity by Time Time 12
Crowdsourcing 3G over Space Latency Similarity by Distance 13
Can we crowdsource HSDPA 3G? ● How does 3G performance vary over time? How quickly do old measurements “expire”? How many measurements needed to characterize the latency distribu,on? Details of parameter space lem for the paper (our goal is not to iden6fy the exact causes) … ● How does 3G performance vary over space? Signal strength? Mobility speed? Phones under same cell tower? Same part of the cellular network? … 14
Methodology ● Platform Windows Mobile and Android phones HSDPA 3G on AT&T and T‐Mobile ● Carefully deployed phones Con,nuous measurements Simultaneous, synchronized traces at mul,ple sites ● Several locations Princeville, Hawaii Redmond and Seanle, Washington Durham and Raleigh, North Carolina Los Angeles, California 15
Stability over Time (in a Static Environment) Redmond, AT&T, 15m Intervals 1 0.8 Empirical CDF Live characteriza,on is necessary and is feasible 0.6 Performance drims over Similar latencies under 0.4 longer ,me periods the same tower Black line represents phone 1 0.2 (all other lines phone 2) 0 120 140 160 180 200 220 240 RTT (Msec) 16
Stability over Space (at the same time) Similarity at the Substan,al Divergence between same cell tower varia6on nearby towers 1 0.8 Empirical CDF 0.6 S‐home 0.4 Latona U Village 0.2 Herkimer Northgate 1st Ave 0 0 50 100 150 200 RTT difference at 90th percenTle (ms) 17
Switchboard : crowdsourced matchmaking Switchboard Cloud Service on MSFT Azure Game Grouping Agent Network TesTng Service Latency Data Measurement Latency Controller EsTmator 18
Scalability through Reuse … ● Across Time Stable distribu,on over 15‐minute ,me intervals ● Across Space Phones can share probing tasks equitably for each tower ● Across Games Shared cloud service for any interac,ve game 19
Client Matchmaking Delay 1 0.8 Empirical CDF 0.6 Switchboard clients benefit from deployment at scale 0.4 1 client arrival/sec Total 1 client/sec 0.2 10 client arrival/sec Total 10 clients/s 0 0 100 200 300 400 500 600 700 Time unTl placed in group (s) 20
Conclusion ● Latency: key challenge for fast-action multiplayer ● 3G latency variability makes prediction hard ● Crowdsourcing enables scalable 3G latency estimation ● Switchboard: crowdsourced matchmaking for 3G 21
k you! cs.duke.edu/~jgm jgm@cs.duke.edu
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