the effects of latency on user performance in warcraft iii nathan sheldon, eric gerard, seth borg,...

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The Effects of Latency on User Performance in Warcraft III Nathan Sheldon, Eric Gerard, Seth Borg, Mark Claypool, Emmanuel Agu Computer Science Department Worcester Polytechnic Institute Worcester, MA, USA http://www.cs.wpi.edu/~claypool/papers/war3/

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The Effects of Latencyon User Performance in

Warcraft III

Nathan Sheldon, Eric Gerard, Seth Borg, Mark Claypool, Emmanuel Agu

Computer Science DepartmentWorcester Polytechnic Institute

Worcester, MA, USA

http://www.cs.wpi.edu/~claypool/papers/war3/

May 2003NetGames'03, Redwood City, CA, USA2

Why Study Network Games?

•In 2000, U.S. economy grew by 7% while computer game industry grew by 15%

•60% of Americans age 6+ play computer games

•221+ million computer games sold in 2002– 2 games for every household in America

“Top Ten Industry Facts”, Interactive Digital Software Association, May 2003.

“Economic Impacts of the Demand for Interactive Entertainment Software”, Interactive Digital Software Association, 2001.

May 2003NetGames'03, Redwood City, CA, USA3

Why Study Warcraft III?

•Top selling computer game genres– Strategy (27.4%)– Children’s (15.9%)– Shooter (11.5%)– Family Entertainment (9.6%)

•Warcraft III set sales record – Fastest to sell 1 million copies

“Warcraft III - Shatters Sales Records Worldwide...”, Blizzard Press Release, October 2002

“Top Ten Industry Facts”, Interactive Digital Software Association, May 2003.

May 2003NetGames'03, Redwood City, CA, USA4

Network Games and Latency

• Latency degrades performance of interactive applications– Web-browsing – seconds– Audioconference – 100’s of milliseconds– First Person Shooters (FPS) – 100’s of milliseconds

•Real-Time Strategy (RTS)?

• Knowing effects of latency useful for– Building better network games– Building better networks to support games (QoS)

Effects of Latency on Warcraft III (RTS)

May 2003NetGames'03, Redwood City, CA, USA5

Outline

•Introduction

•Experiments

•Analysis

•Conclusions

May 2003NetGames'03, Redwood City, CA, USA6

Warcraft III Overview

RTS User Interaction Components:• Exploration• Building• Combat

May 2003NetGames'03, Redwood City, CA, USA7

Exploration Map

Performance?• Time(to reach end)

May 2003NetGames'03, Redwood City, CA, USA8

Building Map

Performance?• Time(to build tech-nology tree)

May 2003NetGames'03, Redwood City, CA, USA9

Combat Map

Performance?• Games Won• Unit Scores

May 2003NetGames'03, Redwood City, CA, USA10

Controlling Latency

•Warcraft III uses client-server– Set computer B as server (also a client)– Set computer C or D as client

•NIST Net on computer A – Induce latency [0 ms to 3500 ms]

May 2003NetGames'03, Redwood City, CA, USA11

Outline

•Introduction

•Experiments

•Analysis– Application Level – Network Level– User Level

•Conclusions

May 2003NetGames'03, Redwood City, CA, USA12

Building and Latency

Build Time vs. Latency

R2 = 0.0516

7:40

7:55

8:09

8:24

8:38

8:52

9:07

9:21

9:36

0 500 1000 1500 2000 2500 3000 3500 4000

Latency (ms)

Bu

ild

Tim

e (

m:s

)

Time To Build Linear (Time To Build)

May 2003NetGames'03, Redwood City, CA, USA13

Exploration and Latency

Explore Time vs Latency

R2 = 0.6334

3:50

4:04

4:19

4:33

4:48

5:02

5:16

5:31

0 200 400 600 800 1000 1200

Latency (ms)

Ex

plo

re T

ime

(m

:s)

Time To CompleteLinear (Time To Complete)

May 2003NetGames'03, Redwood City, CA, USA14

Combat and Latency (1)

Unit Score Difference vs. Latency

R2 = 0.0138

-3000

-2000

-1000

0

1000

2000

3000

0 200 400 600 800 1000 1200 1400 1600

Latency (ms)

Un

it S

co

re D

iffe

ren

ce

May 2003NetGames'03, Redwood City, CA, USA15

Combat and Latency (2)

May 2003NetGames'03, Redwood City, CA, USA16

Outline

•Introduction

•Experiments

•Analysis– Application Level – Network Level – User Level

•Conclusions

May 2003NetGames'03, Redwood City, CA, USA17

Bandwidth

3.8 Kbps

4.0 Kbps

6.8 Kbps

May 2003NetGames'03, Redwood City, CA, USA18

Inter-Packet Times

May 2003NetGames'03, Redwood City, CA, USA19

Payload Distributions

May 2003NetGames'03, Redwood City, CA, USA20

Bandwidth and Latency

•Battle.net games had ~100 ms latency

•Trace combat maps with induced latency

May 2003NetGames'03, Redwood City, CA, USA21

Payload Distributions and Latency

May 2003NetGames'03, Redwood City, CA, USA22

Commands and Latency

•Pilot studies suggest 6 bytes of overhead per command

•Remove 6 bytes from each packet payload

•Add up remaining command payloads

May 2003NetGames'03, Redwood City, CA, USA23

Outline

•Introduction

•Experiments

•Analysis– Application Level – Network Level – User Level

•Conclusions

May 2003NetGames'03, Redwood City, CA, USA24

User-Level Analysis

•0-500 ms latency, users could easily adjust

•800+ ms, game appeared erratic– Degradation in gaming experience

•500-800 ms degradation depended upon – User

•More skilled were more sensitive

– Strategy

•Micro managers were more sensitive

•Combat managers were more sensitive

May 2003NetGames'03, Redwood City, CA, USA25

Conclusions• Typical Internet latencies do not significantly

affect user performance in Warcraft III– Some effect on exploration– No statistical effect on building or combat

• RTS game play emphasizes “strategy” (which takes 10s of seconds or minutes), not “real-time”

• RTS games less sensitive to latency than are FPS– RTS in QoS class similar to that of Web browsing

• At the network level:– Small packets with low bandwidth– Command aggregation at higher latencies

May 2003NetGames'03, Redwood City, CA, USA26

Future Work

•Effects of latency on user strategies

•Other RTS games– Age of Empires– Command and Conquer

•Effects of latency on other genres– First Person Shooter– Role Playing Game

•Effects of loss

The Effects of Latencyon User Performance in

Warcraft III

Nathan Sheldon, Eric Gerard, Seth Borg, Mark Claypool, Emmanuel Agu

Computer Science DepartmentWorcester Polytechnic Institute

Worcester, MA, USA

http://www.cs.wpi.edu/~claypool/papers/war3/