Switchboard: A Matchmaking System for Multiplayer Mobile Games

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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 on your lunch break…

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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 applications - PowerPoint PPT Presentation

Transcript of Switchboard: A Matchmaking System for Multiplayer Mobile Games

Page 1: Switchboard: A Matchmaking System for Multiplayer Mobile Games

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 on your lunch break…

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Breakthrough of Mobile Gaming

Windows Phone 7Top 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 Store350K applications

20% apps, 80% downloads47% Time on Mobile AppsSpent Gaming

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Mobile Games: Now and Tomorrow

Increasing Interactivity

Single-playerMobile

(mobile today)

Multiplayer Turn-based

(mobile today)

Multiplayer Fast-action

(mobile soon)

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Key Challenge

Game Type Latency Threshold

First-person, Racing ≈ 100 ms

Sports, Role-playing ≈ 500 ms

Real-time Strategy ≈ 1000 msChallenge: 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 tighter

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The Matchmaking Problem

Match to satisfy total delay bounds

End-to-end Latency Threshold

Clients

Conn

ecti

on L

aten

cy

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Instability in a Static Environment

9:36 9:50 10:04 10:19 10:33 10:48 11:02 11:16 11:31 11:45 12:00150

170

190

210

230

250

270

290

310

Time of Day (AM)

Med

ian

Late

ncy

(ms)

Due to instability,must consider latency distribution

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End-to-end Latency over 3G

0 100 200 300 400 500 6000

0.2

0.4

0.6

0.8

1

AT&T to AT&T DirectAT&T to AT&T via BingAT&T to AT&T via DukeAT&T to AT&T via UW

RTT (in ms)

Empi

rical

CDF

First-person Shoot. Racing Real-time StrategySports

Peer-to-peer reduces latency and is cost-effective

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The Matchmaking Problem

Link Performance P2P ScalabilityGrouping

Targeting 3G:play anywhere

Latency not Bandwidthinteractivity is key

Measurement / Predictionat game timescales

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Requirements for 3G Matchmaking● Latency estimation has to be accurate

Or games will be unplayable / fail

● Grouping has to be fast Or impatient users will give up before a game is initiated

● Matchmaking has to be scalable For game servers For the cellular network For user mobile devices

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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] Interactions with applications; Liu et al. [MobiCom 08] Empirical 3G performance; Tan et al. [InfoCom 07] TCP/IP over 3G; Chan & Ramjee [MobiCom 02]

Latency estimation and matchmaking are established for wired networks

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A “Black Box” for Game Developers

InternetIP network

RNC

SGSN

RNC

SGSN

GGSNGGSN

Link Performance (over time)

End-to-end Performance

“Black Box”

CrowdsourcedMeasurement

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Latency Similarity by Time

Crowdsourcing 3G over Time

Time

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Crowdsourcing 3G over Space

Latency Similarity by Distance

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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 distribution? …

● How does 3G performance vary over space? Signal strength? Mobility speed? Phones under same cell tower? Same part of the cellular network? …

Details of parameter space left for the paper (our goal is not to identify the exact causes)

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Methodology● Platform

Windows Mobile and Android phones HSDPA 3G on AT&T and T-Mobile

● Carefully deployed phones Continuous measurements Simultaneous, synchronized traces at multiple sites

● Several locations Princeville, Hawaii Redmond and Seattle, Washington Durham and Raleigh, North Carolina Los Angeles, California

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Stability over Time (in a Static Environment)

120 140 160 180 200 220 2400

0.2

0.4

0.6

0.8

1Redmond, AT&T, 15m Intervals

RTT (Msec)

Empi

rical

CDF

Black line represents phone 1 (all other lines phone 2)

Similar latencies under the same tower

Performance drifts over longer time periods

Live characterization is necessary and is feasible

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Stability over Space (at the same time)

0 20 40 60 80 100 120 140 160 180 2000

0.2

0.4

0.6

0.8

1

S-homeLatonaU VillageHerkimerNorthgate1st Ave

RTT difference at 90th percentile (ms)

Empi

rical

CDF

Similarity at the same cell tower

Divergence between nearby towers

Substantialvariation

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Switchboard Cloud Serviceon MSFT Azure

Switchboard: crowdsourced matchmaking

Game

Phone Client

Network Testing Service

Latency Data

Latency Estimator

Measurement Controller

Grouping Agent

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Scalability through Reuse…

● Across Time Stable distribution over 15-minute time intervals

● Across Space Phones can share probing tasks equitably for each tower

● Across Games Shared cloud service for any interactive game

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Client Matchmaking Delay

0 100 200 300 400 500 600 7000

0.2

0.4

0.6

0.8

1

Total 1 client/secTotal 10 clients/s

Time until placed in group (s)

Empi

rical

CDF

10 client arrival/sec1 client arrival/sec

Switchboard clients benefit from deployment at scale

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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

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QUESTIONS?Thank you!

cs.duke.edu/[email protected]

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Stability over Time (in a Static Environment)

0 50 100 150 200 2500

5

10

15

20

25

30

35

95th90th50th

Interval Size (in minutes)

Mea

n Se

quen

tial D

iffer

ence

(ms)

At timescales longer or shorter than 15 minutes: successive interval pairs have less similarity

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How Many Measurements Req.?

0 5 10 15 20 25 30 35 40 45 500

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1

5s15s45s60s90s

RTT difference at 90th percentile (in ms)

Empi

rical

CDF

Reasonably small number of measurements are required per 15-minute interval

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End-to-End Performance

0 50 100 150 200 250 300 350 4000

0.1

0.2

0.3

0.4

0.5

0.6

0.70.8

0.9

1

Durham FRH to San Antonio FRH

Durham phone to FRH

San Antonio phone to FRH

phone to phone

RTT (ms)

Empi

rical

CDF

End-to-end performance predictable as the sum of edge and Internet latencies

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ICMP Probes by Client Arrival Rate

0 10 20 30 40 50 600

0.2

0.4

0.6

0.8

1

1 client/s2 clients/s5 clients/s10 clients/s

ICMP Probes per Client

Empi

rical

CDF

More clients = less probing overhead for each

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Scalability by Client Arrival Rate

0 15 30 45 600

10

20

30

40

50

60

70

80

1 client/s 2 clients/s5 clients/s 10 clients/s

Time (minutes)

Clie

nt-to

-ser

ver T

raffi

c (K

bps)

After the initial warming period,later clients reuse effort by earlier clients

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Group Size by Client Arrival Rate

2 3 4 5 6 7 8 9 10 110

0.2

0.4

0.6

0.8

1

1 client/s

2 clients/s

5 clients/s

10 clients/s

Size of Client Group

Empi

rical

CDF

Availability of high-quality matches increases with utilization

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Timescale Statistical Analysis

0.00001 0.0001 0.001 0.01 0.1 10

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1sig=90 α=0.1

240 minutes120 minutes60 minutes2 minutes15 minutes

KS Test P-Value (inter-interval instability where p < α), (log scale)

Empi

rical

CDF