donnybrook: enabling large-scale, high-speed, peer-to-peer games ashwin bharambe jeffrey pang...

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Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch Thomas Moscibroda

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Page 1: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games

Ashwin BharambeJeffrey Pang

Srinivasan SeshanXinyu Zhuang

John R. DouceurJacob R. Lorch

Thomas Moscibroda

Page 2: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 2

High-Speed, Large-Scale, P2P: Pick 2• Many console games

are peer hosted to save costs

• Limits high-speed games to 32 players

• 1000+ player games need dedicated servers

High-speed

Large-scale

P2P

Question: Can we achieve all 3?

Page 3: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 3

P2P

Internet Primary object

Local View

Replica objects

Page 4: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 4

High-Speed

Internet

Local View

Inter-object writesmust be reflected

very quickly

Primary object

Replica objects

Page 5: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 5

High-Speed

Internet

Local View

Replica objects

20 updates/sec≈ 16 kbps per player

Delay must be < 150ms[Beigbeder ‘04]

Primary object

Page 6: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 6

Large-Scale

Internet

0 100 200 300 400 5000

1

2

3

4

5

6

7

8

# PlayersBa

ndw

idth

per

Pla

yer (

Mbp

s)

Page 7: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 7

Area-of-Interest (AOI) Filtering

• Only receive updates from players in your AOI– Colyseus [Bharambe ‘06]– VON [Hu ‘06]– SimMUD [Knutsson ’04]

•Problems:– Open-area maps, large battles– Region populations naturally

follow a power-law[Bharambe ‘06, Pittman ‘07]

Requirement: ~1000 players in same AOI

Low population High population

Quake 3 region popularity

Page 8: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 8

Typical broadband peer Mean of all peers (see paper)

Projected Scalability

0 128 256 384 512 640 768 896 1024 1152 1280 1408 15360

200

400

600

800

1000

1200

1400

Upload bandwidth per peer (kbps)

Ma

x #

of

pla

ye

rs

Goal

Projection

Page 9: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 9

Not Enough Bandwidth

Ideal20 updates/sec

Cable Modem (128 kbps)5 updates/sec

[P2P Quake 3]

Page 10: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 10

Talk Outline

• Motivation and Goals• Donnybrook: Interest Sets

– Reduces mean bandwidth demands

• Donnybrook: Update Dissemination– Handles interest and bandwidth heterogeneity

• Evaluation

Page 11: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 11

Smoothing Infrequent Updates

• Send guidance (predictions) instead of state updates

• Guidable AI extrapolates transitions between points– E.g., game path-finding code

guidance guidance

Actual path

?

• Problem: Predictions are not always accurate

– Interactions appear inconsistent– Jarring if player is paying attention

Replica object

Page 12: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 12

Donnybrook: Interest Sets

• Intuition: A human can only focus on a constant number of objects at once [Cowan ‘01, Robson ‘81]Þ Only need a constant number

of high-accuracy replicas

• Interest Set: The 5 players that I am most interested in– Subscribe to these players to

receive 20 updates/sec– Only get 1 update/sec from

everyone else

Me

My Interest Set

Page 13: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 13

Donnybrook: Interest Sets• How to estimate human attention?

– Attention(i) = how much I am focused on player i

d1d2

θ1

θ2

Attention(i) =

fproximity(di) faim(θi) finteraction-recency(ti)+ +

Player 1 Player 2

Page 14: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 14

= Interest Set

Not in Interest Set

Page 15: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 15

Page 16: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 16

Page 17: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 17

Page 18: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 18

Interest Set Evaluation

CableModem

curr

curr curr curr curr …

IS

IS IS IS IS

Internet(simulated)

…curr curr curr curr

curr IS currcurr

LAN(simulated)

LoBW LoBW-IS HiBW

30 bots

2 humans

CableModem

Internet(simulated)

User study: each pair of players compares 2 of 3 versions:

Question: Do Interest Sets improve fun in LoBW games?Question: Do they make LoBW games as fun as HiBW?

Page 19: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 19

User Study Results

LoBW LoBW-IS LoBW-IS HiBW0

2

4

6

8

10

Me

an

Sco

re (

1 t

o 1

0) LoBW-IS vs HiBWLoBW vs LoBW-IS

Survey: How fun was each version?

Page 20: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 20

Typical broadband peer Mean of all peers (see paper)

Projected Scalability

0 128 256 384 512 640 768 896 1024 1152 1280 1408 15360

200

400

600

800

1000

1200

1400

Upload bandwidth per peer (kbps)

Ma

x #

of

pla

ye

rs

With Interest Sets

Without Interest Sets

Goal

Page 21: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 21

Talk Outline

• Motivation and Goals• Donnybrook: Interest Sets

– Reduces mean bandwidth demands

• Donnybrook: Update Dissemination– Handles interest and bandwidth heterogeneity

• Evaluation

Page 22: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 22

Problem: Bandwidth Heterogeneity

6Mbps

128kbps 512kbps

1Mbps

Page 23: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 23

Problem: Interest Heterogeneity

6Mbps

128kbps 512kbps

1Mbps

Attention

Page 24: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 24

6Mbps

128kbps 512kbps

1Mbps

Why not Overlay Multicast?

• Main requirements:1. Strict delay bound (150ms)2. Frequent membership

changes (68% turnover/sec)3. Bandwidth heterogeneity4. Many overlapping groups

• Previous overlay multicast: Unstructured [Narada, NICE]:

Hard to meet 2 and 4 Structured [Splitstream]:

Hard to meet 1 and 3

Problem: subscriber-initiated tree constructionneeds lots of coordination overhead or is inflexible

Join redgroup

??

Page 25: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 25

Forwarding Pool

Donnybrook: Update Dissemination

6Mbps

128kbps 512kbps

1Mbps

Randomized source-initiated tree construction

Frame #1

1. Well connected peers join forwarding pool

Based on relative bandwidth and latency thresholds

2. These nodes advertise their forwarding capacity

Piggy-backed on low freq. updates

3. Sources randomly pick enough forwarders to satisfy needs each frame

Avoids need for coordination Fixed tree depth to bound delay

Page 26: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 26

Forwarding Pool

Donnybrook: Update Dissemination

6Mbps

128kbps 512kbps

1Mbps

Randomized source-initiated tree construction

Join redgroup

Frame #2

1. Well connected peers join forwarding pool

Based on relative bandwidth and latency thresholds

2. These nodes advertise their forwarding capacity

Piggy-backed on low freq. updates

3. Sources randomly pick enough forwarders to satisfy needs each frame

Avoids need for coordination Fixed tree depth to bound delay

Frame #1

Page 27: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 27

Donnybrook: Update Dissemination

• Main requirements:1. Strict delay bound: constant tree depth2. Freq. membership changes: uncoordinated tree construction3. Bandwidth heterogeneity: high bandwidth forwarding pool4. Many overlapping groups: shared forwarding resources

• Trade-off: If too many sources pick the same forwarder then the forwarder must drop some updates– Leave some headroom (advertise only ½ forwarder capacity)

drops happen rarely and only cause loss for 1 frame– 5-10% loss is OK [Beigbeder ‘04]

Page 28: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 28

Update Dissemination Evaluation

Evaluation setup (see paper for details)

Implementation Quake 3 with interest sets and update dissemination

Workload Synthetic 100-1000 player games using “bots”• based on real 32 player CTF games [Bharambe ‘06]

NetworkPacket-level network simulator

• bandwidth model: P2P hosts [Piatek ‘07]• latency model: Halo 3 players [Lee ‘08]• loss model: two-state Gilbert model [Zhang ‘01]

Question: Does this approach deliver enough updates on time to preserve fun game play?

(i.e. 90-95% of updates in 150ms [Beigbeder ‘04])

Page 29: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 29

Evaluation Results

Enough updates are delivered on time at all scales

100 200 300 400 500 600 700 800 900 100090919293949596979899

100

Number of players

% u

pdat

es o

n tim

e

Updates Required

Updates Received

Page 30: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 30

Donnybrook Summary

• Key techniques:– Interest sets:

reduce bandwidth demands– Update dissemination:

handles heterogeneity

• Ongoing work:– 1000 player deployment

High-speed Large-scale

+ +

P2P

0 128 256 384 512 640 768 896 102411521280140815360

200

400

600

800

1000

1200

1400

Upload bandwidth per peer (kbps)

Ma

x #

of p

laye

rs

With Donnybrook

Without Donnybrook

Goal

Page 31: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 31

Questions?

Cable Modem with DonnybrookCable Modem

http://www.epicbattle.us

Page 32: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

======= Clarification Slides =======

Page 33: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 33

Mitigating Cheating

• Existing defenses can prevent software cheats– Deploy on consoles (relatively closed platforms)– Use trusted hardware (e.g., Xbox 360 TPM)– Encrypt all packets between nodes

• Donnybrook is uniquely vulnerable to traffic analysis– Examine update packets you send to determine receivers

Allows you to see who is paying attention to you– Drop update/guidance packets that you receive

Causes all replicas on your node to act using “dumb” AI

• Ongoing work on traffic analysis defense– Choose forwarders to conceal packet source/destinations– Punish player if expected message rates are not maintained

Page 34: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 34

Game Execution Model

• Game State:– Collection of distinct objects (players, missiles, items, etc.)

• Game Execution:– Each object has a Think function:

Think() { ReadPlayerInput(); DoActions(); ... }

– Execute each object once per frame:

Each 50ms do { foreach object do { object->Think(); }}

Page 35: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 35

Pairwise Rapid Agreement

• Interaction: when player A modifies player B (i.e. A performs a write on B)

• Goal: modification is consistent and applied quickly• Insight: # interactions scales slowly

– Occur at human time scales infrequent– Involve only 2 players unicast

• Solution: prioritize all inter-object writes– Player A sends mod to Player B– Player B applies mod, sends result to A

• PRAs required in Quake III:– Damage, Death, Item Pickup, Door Opening

[Pang, IPTPS ’07]

Page 36: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 36

Guidance

• Motivation: state updates get stale fast– Example: players can travel the diameter of a Quake 3 map in seconds– Goal: send prediction of state at time of next expected guidance– Example: predict where a player will be at the next guidance

• Predicted Properties:– Predict position: simulate where physics brings player in next second– Predict viewing angle: use view angles to estimate player’s target aim– Predict Events: use #-shots-fired to estimate when a player is “shooty”

Page 37: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 37

Guidable AI• Problem: Guidable AI peers receive very infrequent guidance

• Solution: Smooth state changes with AI– Position: use existing path finding code to make replica move smoothly – Angle: have AI turn smoothly toward predicted targets

• Convergence– Motivation: Players in focus should be represented more accurately,

but should not “warp” to actual position – Solution: Converge to actual state when receiving frequent updates

• Focus on player B In player B’s Focus Set, get frequent updates Error(replica, actual) decreases with each update

• When Error() < , use player B’s update snapshots instead of AI

• Error(a,b) = distance(a.position, b.position)

Page 38: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 38

Guidance Forwarding

• Every player needs guidance from every other once a sec

• Non-forwarding pool players contribute spare bandwidth to forwarding guidance

• Nodes coordinate to match sources to forwarders(configuration changes rarely)

• Sources send fresh guidance to a forwarder once a frame

• Forwarders stagger guidance to avoid queuing delay

Ensures all recipients get guidance at most 1 frame old (plus transmission delay)

Page 39: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

======= User Study Slides =======

Page 40: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 40

User Study Setup

B

A– Before experiment, practice on HiBW– Tell players two Quake III “servers” exist: A and B– Start playing on A, can vote to switch to B

This sucks Switch!

– When both players vote, game continues on B

Switch back OK

– Can vote to switch back and forth– Analog to how players choose game servers

(if good, stay, otherwise leave and try another)

15 min

– Play new game on least-used version so they can compare

5 min

User Study Procedure

Page 41: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 41

User Study Stats

• LoBW-IS vs. LoBW: 12 trials• LoBW-IS vs. HiBW: 32 trials• 88 total participants How often did you play

FPS games in the past?

Every Week25%

62%

Less Often13%

Every Day

Page 42: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 42

User Study: Total Stay Time

0

200

400

600

800

1000

LoBW LoBW-Donny

LoBW-Donny

HiBW

Se

co

nd

s

LoBW vs. LoBW-Donny LoBW-Donny vs. HiBW

How long does a pair play on each version?

Page 43: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 43

User Study: Departure Time

0

200

400

600

800

1000

LoBW LoBW-Donny

HiBW LoBW LoBW-Donny

HiBW

Sec

onds

Time until first vote Time until second vote

How long before a player wants to switch?

Page 44: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 44

User Study: Preference

LoBW-Donny

HiBW

No Pref.17%

31%52%

LoBW-Donny vs. HiBW

LoBW-Donny

LoBW

96%

4%

LoBW-Donny vs. LoBW

Survey: Was A or B more Fun?

Page 45: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 45

Interest Sets: Fairness

00.20.40.60.8

1

Rank Scores Rank Scores

Avg.

cor

rela

tion

coef

ficie

nt

Random bots All bots level 5

HiBW

LoBW-DonnyLoBW

Donnybrook preserves coarse skill-level differences

[Experiment with 16 bots at different skill levels]

Page 46: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

======= Game Stats Slides =======

Page 47: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 47

Subscriber Set Size

[32 player game]

Some players have lots of subscribers

Page 48: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 48

Bandwidth Distributions

Most peers have < 768 kbps, some have much more

Page 49: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

======= Evaluation Slides =======

Page 50: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 50

Evaluation: Broadband Only

Enough updates are delivered at all supported scales

100 200 300 400 500 600 700 800 900 100090919293949596979899

100

Number of players

% u

pdat

es o

n tim

e

Broadband players only(total system bandwidth can't support more players)

Page 51: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 51

Evaluation: Other BW Distributions

Enough updates are delivered at all supported scales

Page 52: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 52

Evaluation: Scale

Donnybrook enables 100s of players in many BW models

Page 53: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 53

Evaluation: Guidance Staleness

Guidance is almost never stale

Page 54: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 54

Evaluation: Subscriber Set Size

Players with lots of subscribers still get enough updates

Page 55: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 55

Evaluation: Other Approaches

Donnybrook performs better than other approaches

Page 56: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 56

Evaluation: Interest Set Size

Performance is not sensitive to interest set size

Page 57: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 57

Evaluation: Forwarding Pool Capacity

Capacity set aside does not significantly affect scale

Page 58: Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games Ashwin Bharambe Jeffrey Pang Srinivasan Seshan Xinyu Zhuang John R. Douceur Jacob R. Lorch

Donnybrook | Jeffrey Pang (CMU) | SIGCOMM 2008 58

Evaluation: Forwarding Pool Demands

Most forwarding pool requests are small