On the
Geographic Distribution of On-line Games Servers and Players
Wu-chang Feng Wu-chi Feng
Summary, Class Discussion and Slides (16th March 2005)
CPSC 538A - Topics in Computer Systems
Presented By: Abhishek Gupta {agupta@cs.ubc.ca}
This
paper describes preliminary work upon the estimation of world-wide
distribution of online game servers and game players. The motivation behind
this study comes from the fact that game vendors are viewing online gaming as
a lucrative opportunity and plan to replace individual hosted game servers by
centrally hosted game services. The idea behind doing this is to obtain a
tighter control over game quality, user experience and also to prevent
cheating. The
intent of this study is to find a correlation between geographic distribution
of game servers and the geographic distribution of game players. If a strong
correlation exists between the two variables then game vendors would need to
place game servers in many geographic locations, otherwise it may be possible
to place clusters in a few strategic locations in the world. The other thing
to notice is that information about the distribution of game players can be
used to properly place and size clusters for hosted gaming services. There
are two quantities to be measured: a) The distribution of game servers, b)
The distribution of players. For estimating the distribution of game servers
a simple ‘ping’ command based scheme is used. In general all online games
provide a centralized registry server with which every game server has to
register before providing service. When a client wants to connect to an
online gaming service, they contact the centralized gaming agency to download
a list of potential game servers. After obtaining the list of game servers,
each server is pinged to calculate the lowest RTT delay from the client and
then the server with the lowest RTT is used to establish a session. Given
this it is relatively easy to obtain the server IP addresses per game at a
particular time. The authors rationalize that estimating the distribution of
players is not an easy task because you need to coordinate with game
publishers in order to obtain player authentication data. However, it can be
easily done for a particular game server hosted by the authors themselves. This
particular game server mshmro is
located at OGI and hosts the counter-strike game. In this study it has been
used to estimate the distribution of its players world-wide. Another
important requirement of this study is the mapping of IP addresses to geographic
location. The authors have been using a commercially available tool for doing
that; however, it was able to map only 60% of the IP addresses. This
inexactness in the mapping process may invalidate the entire results in this
paper. The
evaluation results from the paper suggests that about 40-45 % of the game
servers reside in North America and Europe, with about 10% lying in the
southern hemisphere and 90% lying towards north of equator. A surprising
result was observed during the characterization of the distribution of
players. It was observed that a considerable number of players (45%) mshmro were from Disparity between geographic location and network
topology: It has been reiterated in the paper that geographic and network
proximity are not necessarily same. Although continuous development in
network technology is bridging the gap between the two concepts however,
there have been incidences in which network traffic between two machines has
traveled across wider geographic area than their actual geographic distance.
In short network proximity depends a lot upon the way the network traffic is
routed. Application server delays dominate network delay:
This is again a possibility although the authors reject this idea in the case
of mshmro trace as the server was
very high quality hardware with excellent configuration and network
infrastructure.
It
turns out that the distribution of players for a game is in fact dependent
upon time of the day. It was observed that for mshmro, during early morning hours and afternoon there were more
players from Another
interesting study which the authors do is a comparison between the
distribution of players for their departmental web-server, the mshmro game server and the mshmro Counter Striker game forum over
a period of time. They observe that users of the game server and the forum
were much more correlated geographically than users accessing the
departmental website. Future work in this area is aimed at improving upon the accuracy of the results and expansion of the characterization to more completely capture geographic distributions of servers and players. Also, planned are the study of evolution of population as gaming applications change and their distribution around the world.
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