WorldofWarcra*&&...

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World of Warcra* Avatar History Dataset YengTing Lee 1 KuanTa Chen 1 YunMaw Cheng 2 ChinLaung Lei 3 1 Na5onal Taiwan University 2 Academia Sinica 3 Tatung University Presented by ChengChun Tu (Stony Brook University)

Transcript of WorldofWarcra*&&...

Page 1: WorldofWarcra*&& Avatar&History&Datasetweb.cs.wpi.edu/~claypool/mmsys-2011/Day1-13_WorldofWarcraft.pdf · World!of!Warcra!Avatar!History!Dataset/!ACMMul5mediaSystems!2011 DiversityinGamePlayBehavior

World  of  Warcra*    Avatar  History  Dataset

   Yeng-­‐Ting  Lee  1      Kuan-­‐Ta  Chen1  Yun-­‐Maw  Cheng2        Chin-­‐Laung  Lei3  

1Na5onal  Taiwan  University  2Academia  Sinica  3Tatung  University  

Presented  by  Cheng-­‐Chun  Tu    (Stony  Brook  University)

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Diversity  in  Game  Play  Behavior

z z z

Just  AFK  at  the  same  place,    no  login/logout

long  5me  offline   long  consecu5ve    game  play  5me

Normal

Addic5ve

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Mo;va;on

! Understanding  users’  game  player  behavior  !   Login/logout  (i.e.,  game  sessions)  !   Movement  !   Involvement  (i.e.,  level-­‐up)  

! Understanding  users’  interac5on  !   Same  game  player  behavior  in  a  gang  

! Understanding  game  systems’  workload

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

We  Present  WOWAH  Dataset

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Contribu;ons

!   WOWAH  Dataset  !   The  most  popular  MMORPG,  World  of  WarcraE  !   A  three-­‐year  period  dataset  from  Jan.  2006  to  Jan.  2009.  

!   Data  collec5on  methodology  

!   Sample  use  of  the  dataset  !   Player  unsubscrip5on  predic5on  !   Feasibility  of  server  consolida5on  

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Summary  of  WOWAH

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

World  of  Warcra*  

IIS,  Academia  Sinica,  Taiwan 7

!   WOW  is  the  most  popular  MMORPG  in  the  world,  designed  by  BLIZZARD  Entertainment.  

!   There  are  many  players/avatars  interac5ng,  comba5ng,  cha`ng  and  dying  within  the  baale  field.  

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World  of  Warcra*

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011 9  

Data  Collec;on  Methodology

!   Create  a  game  character  

!   Use  the  command  ‘\who’  

!   The  command  asks  the  game    server  to  reply  with  a  list  of    players  who  are  currently    online  

!   Write  a  specialized  data-­‐collec5on  program  (using  C#,  VBScript,  and  Lua)  

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011 10  

The  Limita;on  of  WoW  API

!   WoW  returns  at  most  50  users  in  one  query  

!   We  narrow  down  our  query  ranges  by  dividing  all  the  users  into  different  races,  professions,  and  levels  

Level:  50+

Level:  30~39  

Level:  40~49  

Monster

Human 100  users

45  users

15  users

60  users

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Data  Format

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Basic  Sta;s;cs

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Subscrip;on  Time

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Daily  Game  Play  Ac;vi;es

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Workload  Analysis

•  The  number  of  players  constantly  fluctuates  between  0  –  600  in  each  day.    

•  High  daily  variability  

•  Strong  weekly  and  daily  periodicity  

•  Highly  predictable  based  on  the  last  hour  

•  Predic5on  power  is  s5ll  high  over  adjacent  weeks  

Variability Regularity Predictability

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Player  Unsubscrip;on  Predic;on  

Pin-­‐Yun  Tarng,  Kuan-­‐Ta  Chen,  and  Polly  Huang  

ACM  NetGames  2009  Poster  

Sample  study  #1

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011 17  

Unsubscrip;on  Predic;on:  Our  Proposal  

!   Ra5onale:  players’  sa5sfac5on  /  enthusiasm  /  addic5on  to  a  game  is  embedded  in  her  game  play  history  

Quit  in    30  days? Quit

Stay

Login  history  

Jan    Feb    Mar  Apr  May  Jun  July  Aug  Sep  Oct  Nov  Dec  2007  

Subscrip5on  5me  

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Predic;on  Accuracy

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Is  Server  Consolida;on  Beneficial  to  MMOG?    

Yeng-­‐Ting  Lee  and  Kuan-­‐Ta  Chen  

IEEE  CLOUD  2010  

Sample  study  #2

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Server  Consolida;on  

!   …  is  an  approach  to  the  efficient  usage  of  computer  server  resources  in  order  to  reduce  the  total  number  of  servers.  

!   …  in  response  to  the  problem  of  server  sprawl,  a  situa5on  in  which  mul5ple,  under-­‐u5lized  servers  take  up  more  space  and  consume  more  resources  than  can  be  jus5fied  by  their  workload.

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Mo;va;ons  

!   Cost  down  !   Hardware  investment  (servers,  network  devices,  cooling,  space)  

!   Administra5on  (labor)  costs  !   Energy  saving  

!   Elas5city  &  Agility  ! Equipment  sharing  among  different  game  shards  and  even  game  5tles  

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Server  Consolida;on  is  good  to  MMORPGs:    3  Reasons  

!   Spa5al  locality  property  in  players’  interac5on    naturally  par55onable  

!   Workload  is  highly  variable  but  predictable    poten5al  to  aggregate  workload  in  off-­‐peak  periods  

!   Operators  normally  run  mul5ple  games    possibility  to  share  infrastructure  

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Simula;on  Setup  

!   An  operator  owns  s  =  100  servers  hos5ng  r  =  100  realms  of  a  game  !   Each  realm  contains  r  =  83  zones  !   Supposing  that  a  server  is  capable  of  serving  7,  500  avatars  !   Modeling  the  avatar  number  in  a  realm  as  a  normal  distribu5on  with  mean  

2640  and  standard  devia5on  1500,  which  is  derived  from  the  data  set  on  WarcraE  Census  and  Wow  Database  

!   The  avatar  number  in  a  zone  is  normalized  using  our  traces  from  the  TW-­‐Light’s  Hope  realm  

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Summary  of  Performance  

!   Server  investment  can  be  saved  up  to  52%  while  energy  consump5on  can  be  reduced  by  62%  

!    Server  consolida;on  is  beneficial  to  MMOGs  

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World  of  WarcraE  Avatar  History  Dataset  /  ACM  Mul5media  Systems  2011

Use the WOWAH Dataset, Luke!

Thank  You!