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The vMatrix : Equi-Ping Game Server Placement For Pre-Arranged First-Person-Shooter Multiplayer Matches IEEE/ACS AICCSA’2006. Amr A. Awadallah Mendel Rosenblum {aaa,mendel}@cs.stanford.edu. Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006. Lag Sensitivity of Online Games:. - PowerPoint PPT Presentation
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The vMatrix: Equi-Ping Game Server Placement For Pre-ArrangedFirst-Person-Shooter Multiplayer Matches
IEEE/ACS AICCSA’2006
Amr A. AwadallahMendel Rosenblum{aaa,mendel}@cs.stanford.edu
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
Lag Sensitivity of Online Games:
First Person Shooter(Halo, Battlefield2, Doom, CounterStrike)
Extremely Lag sensitive(on the order of 50ms)
MMORPG(World of Warcraft, Everquest, Lineage)
Moderate sensitivity to lag (on the order of 500ms)
Real Time Strategy(Warcraft, Generals, Dawn of War)
Moderate sensitivity to lag (on the order of 500ms)
Turn Based Strategy(Civilization 4, Risk, Chess, Pool)
Not sensitive to lag (on the order of seconds)
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
The Problem: Unfair Lag
Clan A Clan B
130ms
30ms
Game
Server
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
The Solution: Equi-Ping Server
Clan A Clan B
80msReal Machine
80ms
VMM
Virtual Game Server in VM
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
Virtual Machine Monitors
Virtual Machine Monitor
Real Machine (CPU, Memory, Disks, Network)
Virtual Machine 1:vCPU, vMem, vDisk, vNet
OS1: Windows 2000
Virtual Machine 2:vCPU, vMem, vDisk, vNet
OS2: Linux
MySQL, ApacheOracle, IIS
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
Screenshot from Halo PC:
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
Live Demo of VMware player:
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
What is The vMatrix?
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
The vMatrix!
A network for delivering virtual machines (VMs) between real machines (RMs) running the virtual machine monitor (VMM) software.
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
Advantages:• Equi-ping placement of game servers
to minimize round-trip-time difference between participants
• Backward compatibility leading to zero cost for converting existing
• Economies of scale: this network can be shared among many games
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
Equi-ping placement problem• Red dots are servers, green dots are players, we need to pick the
Red dot that is equi-distant from all players.
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
S = set of m servers available to host the match.
P = set of n players participating in this match.
RTTs,p = round-trip-time (ping) from server s to player p
The Algorithm has 3 main steps:
1. Disregard all servers that have any RTTs,p larger than 180ms
2. For each server s we compute a closeness factor Cs representing the average
differential ping between the players if server s is picked:
3. Pick the server with smallest Cs
The order of complexity of this algorithm is O(n2m) ≈ O(m) since m » n
Equi-ping placement Algorithm
n
RTTRTT
C Pp Piisps
s 2
,,
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
Experience: Halo PC server placement
Real Machine (PIII-550MHz, 640MB RAM, 9GB hard disk)
VMware ESX VMM Server (consumes 184MB RAM, 3.5GB hard disk and 5% CPU)
Virtual Machine exposes a PIII-550MHz with 512MB RAM and 5.5GB hard disk.
Operating System: Windows XP (1.8GB)
Halo PC Game Server (278MB)
Stanford University – Computer Systems Lab – IEEE/ACS AICCSA’2006
Conclusion
Equi-ping server placement is very important for fairness of online FPS games.
The vMatrix is a practical backward-compatible solution for solving this problem today.