Switchboard: A Matchmaking System for Multiplayer Mobile Games - - PowerPoint PPT Presentation

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Switchboard: A Matchmaking System for Multiplayer Mobile Games - - PowerPoint PPT Presentation

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


slide-1
SLIDE 1

Switchboard: A Matchmaking System for Multiplayer Mobile Games

Justin Manweiler, Sharad Agarwal, Ming Zhang, Romit Roy Choudhury, Paramvir Bahl

ACM MobiSys 2011

Battling demons and vampires

  • n your lunch break…
slide-2
SLIDE 2

Breakthrough of Mobile Gaming

2


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”

iPhone
App
Store
 350K
applica,ons
 20%
apps,
80%
downloads


47%
Time
on

 Mobile
Apps
 Spent
Gaming


slide-3
SLIDE 3

Mobile Games: Now and Tomorrow

3


Increasing
Interac6vity


Single‐player
 Mobile
 
 (mobile
today)

 Mul6player

 Turn‐based
 
 (mobile
today)

 
 Mul6player

 Fast‐ac6on
 
 (mobile
soon)


slide-4
SLIDE 4

Key Challenge

4


Game
Type Latency
Threshold First‐person,
Racing ≈
100
ms Sports,
Role‐playing ≈
500
ms Real‐,me
Strategy ≈
1000
ms

Challenge:
find
groups
of
peers
 than
can
play
well
together
 Bandwidth
is
fine:
250
kbps

 to
host
16‐player
Halo
3
game


Delay
bounds
are

 much
6ghter


slide-5
SLIDE 5

The Matchmaking Problem

5


Match
to
sa+sfy
total
 delay
bounds


End-to-end Latency Threshold


Clients
 Connection Latency


slide-6
SLIDE 6

Instability in a Static Environment

6


150
 170
 190
 210
 230
 250
 270
 290
 310
 9:36
 9:50
 10:04
 10:19
 10:33
 10:48
 11:02
 11:16
 11:31
 11:45
 12:00


Median
Latency
(ms)
 Time
of
Day
(AM)


Due
to
instability,
 must
consider
latency
distribu6on


slide-7
SLIDE 7

End-to-end Latency over 3G

7


0
 0.2
 0.4
 0.6
 0.8
 1
 0
 100
 200
 300
 400
 500
 600


Empirical
CDF
 RTT
(in
ms)


AT&T
to
AT&T
Direct
 AT&T
to
AT&T
via
Bing
 AT&T
to
AT&T
via
Duke
 AT&T
to
AT&T
via
UW


First‐person
Shoot.
 Racing


Real‐6me
Strategy


Sports


Peer‐to‐peer
reduces
latency

 and
is

cost‐effec6ve


slide-8
SLIDE 8

The Matchmaking Problem

8


Link
Performance
 P2P
Scalability
 Grouping
 Targe,ng
3G:
 play
anywhere


Latency
not
Bandwidth


interac+vity
is
key


Measurement
/
PredicTon


at
game
+mescales


slide-9
SLIDE 9

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


slide-10
SLIDE 10

State of the Art

  • Latency estimation
  • Pyxida,
stable
network
coordinates;
Ledlie
et
al.
[NSDI
07]

  • Vivaldi,
distributed
latency
est.;
Dabek
et
al.
[SIGCOMM
04]

  • Game matchmaking 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


Latency
es,ma,on
and
matchmaking
are

 established
for
wired
networks


slide-11
SLIDE 11

A “Black Box” for Game Developers

11


Internet


IP
network
 RNC
 SGSN
 RNC
 SGSN
 GGSN
 GGSN


Link
Performance


(over
6me)
 End‐to‐end
 Performance
 “Black

 Box”


Crowdsourced
 Measurement


slide-12
SLIDE 12

Latency Similarity by Time


Crowdsourcing 3G over Time

12


Time


slide-13
SLIDE 13

Crowdsourcing 3G over Space

13


Latency Similarity by Distance


slide-14
SLIDE 14

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?


  • …

  • How does 3G performance vary over space?
  • Signal
strength?
Mobility
speed?


  • Phones
under
same
cell
tower?

  • Same
part
of
the
cellular
network?

  • …


14


Details
of
parameter
space
lem
for
the
paper

 (our
goal
is
not
to
iden6fy
the
exact
causes)


slide-15
SLIDE 15

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


slide-16
SLIDE 16

Stability over Time (in a Static Environment)

16


0
 0.2
 0.4
 0.6
 0.8
 1
 120
 140
 160
 180
 200
 220
 240


Empirical
CDF
 RTT
(Msec)


Redmond,
AT&T,
15m
Intervals


Black
line
represents
phone
1

 (all
other
lines
phone
2)


Similar
latencies
under
 the
same
tower
 Performance
drims
over
 longer
,me
periods
 Live
characteriza,on
is
necessary
and
is
feasible


slide-17
SLIDE 17

Stability over Space (at the same time)

17


0
 0.2
 0.4
 0.6
 0.8
 1
 0
 50
 100
 150
 200


Empirical
CDF
 RTT
difference
at
90th
percenTle
(ms)


S‐home
 Latona
 U
Village
 Herkimer
 Northgate
 1st
Ave


Similarity
at
the
 same
cell
tower
 Divergence
between
 nearby
towers
 Substan,al
 varia6on


slide-18
SLIDE 18

Switchboard
Cloud
Service


  • n
MSFT
Azure


Switchboard: crowdsourced matchmaking

18
 Game


Network
TesTng
 Service


Latency
 Data
 Latency
 EsTmator
 Measurement
 Controller


Grouping
Agent


slide-19
SLIDE 19

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


slide-20
SLIDE 20

Client Matchmaking Delay

20


0
 0.2
 0.4
 0.6
 0.8
 1
 0
 100
 200
 300
 400
 500
 600
 700


Empirical
CDF
 Time
unTl
placed
in
group
(s)


Total
1
client/sec
 Total
10
clients/s
 10
client
arrival/sec
 1
client
arrival/sec
 Switchboard
clients
benefit
 from
deployment
at
scale


slide-21
SLIDE 21

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


slide-22
SLIDE 22

k
you!


cs.duke.edu/~jgm
 jgm@cs.duke.edu