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A Measurement Study of Virtual Populations in MMOGS Daniel Pittman and Chris GauthierDickey Roadmap Introduction Methodology: What we did and how Results: What our results show Conclusion: Interesting trends and where we’re headed 2

A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

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Page 1: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

A Measurement Study of Virtual Populations in

MMOGSDaniel Pittman and Chris GauthierDickey

Roadmap

• Introduction

• Methodology: What we did and how

• Results: What our results show

• Conclusion: Interesting trends and where we’re headed

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Page 2: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

Roadmap

! Introduction and Background

• Methodology: What we did and how

• Results: What our results show

• Conclusion: Interesting trends and where we’re headed

3

Game Recognition?

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Image copyright Blizzard Inc.

Page 3: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

Introduction

• Research Interests

• P2P Networking

• Scalable MMO architectures

• Networks and Games!

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MMOG Measurements

• Why measure MMOGs?

• MMOGs are the largest, interactive networked application on the net

• Measurements are essential for designing scalable architectures

• Modern architectures have scalability issues

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Page 4: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

State of the Art MMOG Models

• Looking at past research, prior MMOG models:

• Assume a uniform distribution of players

• Assume a random waypoint mobility model

• Assume players perform actions (eat, fight, move) randomly

• Assume session times are uniformly distributed

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What’s been measured?

• In the past, we’ve seen research measuring:

• Network patterns for FPS games [Chambers et al., ‘05]

• Packet sizes, RTTs, session times and inter-packet arrival rates [Kim et al.,‘05]

• Mobility models in FPS games [Tan et al.,‘05]

• Session characteristics of Eve Online [Previous presentation!]

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Page 5: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

Stormwind

Elwynn Forest

Westfall

Darkshire

Redridge Mountains

Understanding WoW

• WoW has over 9 million subscribers

• WoW is divided by realms (one cluster per realm)

• Each realm has 4-6k players

• Each realm is divided into zones, which form a graph where edges indicate paths between zones

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Roadmap

• Introduction

• Background: Prior measurement work

! Methodology: What we did and how

• Results: What our results show

• Conclusion: Interesting trends and where we’re headed

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Page 6: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

Methodology

• World of Warcraft is scriptable using LUA and the WoW scripting interface.

• We modified an AddOn called CensusPlus and wrote an AddOn called PlayerMonitor

• Using the WoW scripting interface, we could query the server about population characteristics

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Taking a Census (or who’s playing?)

• WoW provides a ‘who’ interface:

• Allows you to query who is currently online

• Only returns 50 results

• Queries can be focused by simple expressions

• who is in a particular zone

• who is of a particular class, level, race

• who has a name that begins with ‘a’

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Page 7: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

Who are all the players?

• who 65-70

• who 70-70

• who c-’Warrior’ 70-70

• who r-’Dwarf’ c-’Warrior’ 70-70

• who z-’Ironforge’ r-’Dwarf’ c-’Warrior’ 70-70

• who n-’a’ z-’Ironforge’ r-’Dwarf’ c-’Warrior’ 70-70

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Methodology continued...

• A single measurement is not sufficient to understand who is on:

• The population changes while we measure!

• We perform two measurements, back-to-back

• The set-difference indicates the amount of churn in the system (joins + leaves)

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Page 8: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

Monitoring your friends

• Unfortunately, querying the whole database takes too long for some things:

• How long a session is

• How many zones were visited

• How long a player remained in a given zone

• WoW lets us track 50 of our closest friends!

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The Friends List

• After a complete census, we randomly choose 50 players

• We add them to the friends list and record their location every 10 seconds

• WoW notifies us when they log off

• After every census, we add new friends to our list to fill the empty spots

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Page 9: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

Fine-grained Tracking

• The friends list allows us to track a random subset of players at a much finer level than the census

• Because players are added after they are seen in a census, we can determine their session length and zone durations more accurately

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Roadmap

• Introduction

• Background: Prior measurement work

• Methodology: What we did and how

! Results: What our results show

• Conclusion: Interesting trends and where we’re headed

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Page 10: A Measurement Study of Virtual Populations in MMOGScaia.swin.edu.au/netgames2007/slides/AMeasurementStudyOf...Methodology • World of Warcraft is scriptable using LUA and the WoW

Average Population

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Departure Rate

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Players Per Zone

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Zone Duration

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Conclusions

• Our results show that prior modeling assumptions for MMOGs similar to WoW are not correct

• General populations follow a diurnal pattern

• MMOGs must be concerned with the problem of churn

• Session times and the number of players per zone appear to follow a power-law (heavy tailed?) distribution

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