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W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007. What’s Next for Networked Games? Wu-chang Feng

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Page 1: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

What’s Next for Networked Games?

Wu-chang Feng

Page 2: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Networked GamesØ A smashing success

Page 3: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Networked GamesØ $3.8 billion in 2006, $11.8 billion by 2011

Ø Source: Strategy Analytics (9/11/2007)

Half-Life/Counter-Strike

Battlefield Lineage

World of WarcraftWarcraft/Starcraft

Age of Empires

Page 4: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Is it the network?Ø Sure…

Ø Pat yourselves on the back mates!Ø Success coincides with broadband rollout

Ø 80% of Internet usersØ 20% of population

Source: Website Optimization, LLC and Nielsen/NetRatings

Page 5: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Or not…Ø World of Warcraft

Page 6: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Or not…Ø Counter-Strike: Source (32 players)

Page 7: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Digging deeperØ Minimum system requirements for FPS games

DX 956.651214002005Call of Duty 2

DX 756.625612002004Counter-Strike: Source

DX 733.612810002003Unreal Tournament 2003

None28.8322001999Unreal Tournament

OpenGL 3D28.8642332000Quake 3

None28.88751997Quake

DX 912851217002006Battlefield 2142

GraphicsNetwork (kbps)

RAM (MB)

CPU (MHz)

YearGame

Page 8: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Downright depressingØ Minimum requirements to play popular FPS

games over time compared to 1997

Page 9: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Who to blame?Ø Suspect #1: Those last broadband hold-outs

Ø You 20% know who you are!Ø Slow e-mail and web = still usableØ Slow on-line games = unusable (unless you are a masochist)

Ø Game companies must target narrowest last-mile linkØ cs.mshmro.com client bandwidth histogram

Page 10: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Who to blame?Ø Suspect #2: Those traffic shaping, rate-limiting, anti-net-

neutrality ISPsØ “Pay, but don’t play”

Ø We’ll give you unlimited broadband, just don’t use it

Ø Putting tolls on the information superhighwayØ My “unlimited” hotel Internet: 3 days, $40 AUD, 400 MB limit

Page 11: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Who to blame?Ø Suspect #3: Those stingy game publishers

Ø One MMORPG has 33% of subscription fee go to networking and data center operationsØ No one wants to pay the server traffic bill

Ø Consider the bandwidth costsØ Lower-bound on WoW usage

Ø Courtesy of Xfire (http://xfire.com)Ø Taken Sept 12, 2007 at 12:10amØ 18,866,594 minutes/day

Ø What if players were pegged at 300kbps?Ø (18,866,594*60*300000)/8 = 38.6TB/dayØ Or 3.66 Gbps!

Page 12: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Who to blame?Ø Suspect #4: Those unimaginative game developers

Ø No one knows what to do with the bandwidthØ What’s there to send?

Ø Positions of other playersØ Positions of NPCsØ Not exactly a high-bandwidth proposition

Ø How about multimedia?Ø Who watches a video while playing a game?Ø Watching video = passiveØ Playing game = activeØ What would be a compelling example of multimedia facilitating

gameplay?

Page 13: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

What are NetGames researchers to do?Ø Doing more with less (the pessimist)

Ø Doing more with more (the optimist)

Ø Expanding the definition of “network” (the opportunist)

Page 14: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

What are NetGames researchers to do?Ø Doing more with less (the pessimist)

Ø Going outside of the game

Ø Procedural content

Ø Doing more with more (the optimist)

Ø Expanding the definition of “network” (the opportunist)

Page 15: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Going outside of the gameØ Use the network to build communities

Ø Social networking within games commonØ Many developed for Half-LifeØ Server browsers that added player tracking/chat

Ø UDPSoft All-seeing-eyeØ Qtracker, HLSW

Page 16: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Going outside of the gameØ Use the network to build communities

Ø Now, social networking across gamesØ Ladders, rankings, tournamentsØ Voice/text chatØ Player trackingØ Game and game server tracking

Ø ExamplesØ XfireØ Gamespy Arcade/Arena/ComradeØ UDPSoft/Yahoo! All-seeing-eye

Page 17: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Going outside of the gameØ Use the network to build communities

Ø Even for consoles and casual games!Ø Xbox LiveØ BigFish games, Xuqa

Page 18: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Going outside of the gameØ Use the network to deliver game

Ø Casual PC games

Page 19: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Going outside of the gameØ Use the network to deliver game

Ø Console gamesØ Xbox Live MarketplaceØ Playstation StoreØ Wii Shop Channel

Page 20: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Going outside of the gameØ Use the network to deliver game

Ø Full PC game updates (WoW)

Page 21: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Going outside of the gameØ Use the network to deliver game

Ø Full PC games and game updates

Page 22: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

What are NetGames researchers to do?Ø Doing more with less (the pessimist)

Ø Going outside of the game

Ø Procedural content

Ø Doing more with more (the optimist)

Ø Expanding the definition of “network” (the opportunist)

Page 23: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Procedural contentØ All that content being downloaded

Ø Who pays for the network and servers to deliver it?Ø Game publisher usuallyØ Sometimes helped by donated resources (Steam)

Ø ProblemØ Higher resolutions and richer media increase costs

significantlyØ The need for procedural content…

Page 24: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Procedural contentØ Run-time generation of audio and visual effects

Ø Costs for distributing a game via network risingØ Everquest 2 on 10 CDs, WoW > 3GBØ Mostly due to artwork and audio

Ø Take advantage of CPU/RAM speed versus networkØ Don’t send new content across the wireØ Send algorithms for producing it insteadØ Send new “tree generation algorithm” vs. new trees

Ø Procedurally generate all objects, textures, and soundØ Demo coders can generate a 3D game in 64KB

Page 25: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Generate character animationØ Versus manually generating static animations

Ø Example: The Sims 2 with 22,000 different animations

Ø Procedural animation based on player’s character designØ Will Wright’s Spore Ø GDC 2005 talk

Page 26: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Procedural contentØ Generate lighting and textures

Ø Versus fixed levels of lighting in FPS gamesØ Shadows and lighting pre-rendered in textures and shipped to

clientØ Counter-Strike with two pre-rendered versions of a tunnel in

cs_militiaØ Have client generate textures vs. sending them with map

Page 27: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Procedural contentØ Generate character voices

Ø Versus static pre-recorded dialogueØ Example: Call of Duty 2 battle chatter system (10/2005)

Ø 20,000 lines with static levels of hoarseness and tonesØ Takes up more space than original CoD!Ø 8% of $14.5 million budget on audio

Ø Send text and perform run-time speech synthesisØ Epson/Fonix 5 language TTS chip (11/2005)Ø http://www.tmaa.com/tts/engine_listing.htm

Page 28: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

What are NetGames researchers to do?Ø Doing more with less (the pessimist)

Ø Doing more with more (the optimist)Ø Streaming worlds

Ø Security schemes to thwart cheating

Ø New game architectures

Ø Expanding the definition of “network” (the opportunist)

Page 29: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ State-of-the-art in games

Ø Worlds (maps) are pre-delivered

Ø On CD-ROM or DVD-ROMØ Almost all games

Ø Over the network as part of on-line updatesØ WoW

Ø When neededØ Counter-Strike, Sims On-line

Ø Must have entire map on client before playing

Ø Why?Ø Not enough bandwidth to deliver 3D geometry in real-time

Ø But, something happened in the world outside of games…

Page 30: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ Second Life (http://secondlife.com/)

Ø 3D virtual world delivered dynamically to clientØ Requires broadband to support (more later)Ø Changes the content delivery paradigm

Ø Content not delivered a-priori via sneakernet or downloadØ Content streamed on-demand to dumb client (33MB SL client

install)

Page 31: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ Second Life statistics (1/2007)

Ø 7000 servers simulating 16 acres each (440 km2)Ø 35 TB user contentØ 1 Petabyte of total traffic per monthØ 10 Gbps peak bandwidthØ Source: Cory Ondrejka, Microsoft Academic Days Game

Conference 2007.

Ø CurrentlyØ Over 9 million residentsØ http://secondlife.com/whatis/economy-graphs.php

Page 32: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ 3D geometry typically large

Ø What’s the magic?Ø SL requires low polygon counts and compression to stream

Ø Each simulation can support 15k prims

Ø Simple geometric shapes glued together to form objectsØ Boxes, spheres, pyramids, etc.

Ø Compressed when sent to clients

Ø Textures also compressed and streamed

Ø Creative texturing allows one to deal with prim limit

Ø Clients stream information based on frustrumØ Predictive loading of content

Ø Streamed over multiple UDP connections

Page 33: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ Other content

Ø AudioØ Music is SL’s “killer app” (128kbps = mp3)Ø Immersive voice used for language teaching

Ø VideoØ Reuters island

Page 34: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ Other content

Ø Scientific dataØ NOAA’s collaborative 3D visualizations

Page 35: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ Other content

Ø PresentationsØ SL PowerPoint viewer used to teach courses in a virtual

classroom (e.g. Harvard Law courses)Ø PSU CS 199 course

Page 36: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ Traffic trace of Second Life

Ø Clearly a broadband applicationØ Navigating one of Intel’s island (3D geometry only)

Page 37: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ Modern game engines equipped to do the same if

network catches up

Ø Example: Unreal Engine 3Ø Supports streaming 3D geometry from disk

Ø Allows for almost infinitely sized maps/worlds (HDD-limited)

Ø Load world on-demand into main memory

Ø Could be adapted to do so over the network, but high resolution streaming needs a lot of bandwidthØ Source: Mark Rein, Microsoft Academic Days Game

Conference 2005

Page 38: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

What are NetGames researchers to do?Ø Doing more with less (the pessimist)

Ø Doing more with more (the optimist)Ø Streaming worlds

Ø Security schemes to thwart cheating

Ø New game architectures

Ø Expanding the definition of “network” (the opportunist)

Page 39: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingØ Cheating

Ø Achilles heel of networked games

Ø Causes legitimate players to quit

Ø Creates bad word-of-mouth to discourage new players

Ø Wrecks virtual economies

Page 40: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheating

Wallhack (CoD 2)

Page 41: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheating

Aimbots (Counter-Strike)

Page 42: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheating

Maphack/Chesthack (EQ)

Page 43: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheating

Bots (WoW)

Page 44: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingØ Example: Maphack in RTS games

Ø Warcraft3

Page 45: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingØ Example: Maphack in RTS games

Ø Warcraft3 with MaphackØ Reveal map and enemy units

Page 46: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingØ Goal: Modify or create network game protocols

that resist cheats

Ø RTS network game protocolØ Exchange initial game state and all subsequent mouse

clicksØ Each player simulates identical copies of game

Ø PRO: no one can lie about what units they haveØ CON: each player knows state of the entire game

Page 47: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingØ How it should work

Green shouldn’t see these enemies or the operations Blue performs on them

Green should see these enemies and the operations Blue performs on them

Green unit, and its vision radius

Page 48: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingApplying bit commitment to RTS protocolKey idea: You and your opponent only know each others

“view area” not each others unitsif (<click> is in oppView)send <click>

elsesend hash(<click>,secret)

1. myView2. myUnitsViewable3. <click> or h(<click>,s)

1. myView2. myUnitsViewable3. <click> or h(<click>,s)

Page 49: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingØ Modified RTS network protocol

Ø Pre-gameØ Create your secret sØ Generate initial game state igs, send h(s,igs)

Ø In-gameØ Each time slice, send (and receive)

Ø Your viewable areaØ Either your move m, or, if it’s invisible to him, h(s,m)Ø If one of your units just entered his area, send that unit

Ø Post-gameØ Exchange your secret, initial conditions, and all hidden

moves throughout the gameØ Verify opponent’s integrity by simulating the game rapidly

with the (now known) hidden moves

Page 50: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingØ Increased network requirements

Ø Old way: bandwidth = number of clicks

Ø New way: bandwidth = clicks or hash of clicks, viewable areas

C. Chambers, W. Feng, W. Feng, D. Saha, “Mitigating Information Exposure to Cheaters in Real-Time Strategy Games”, NOSSDAV 2005.

Page 51: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingØ Remote measurement

Ø Keyboard, mouse activity

Ø Screenshots

Page 52: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Security schemes to thwart cheatingØ Game protocol integrity via message signatures

Ø Proxy cheatingØ Send messages to “man-in-the-middle” proxyØ Have proxy adjust your aim/movements automaticallyØ Completely avoids host integrity checking being done by

game itself (i.e. Warden)

Ø Sign messages to prevent tampering within networkØ Signing key must be secured (i.e. kept away from

player/game) for this to workØ Intel AMT?Ø NIC?

Page 53: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

What are NetGames researchers to do?Ø Doing more with less (the pessimist)

Ø Doing more with more (the optimist)Ø Streaming worlds

Ø Security schemes to thwart cheating

Ø New game architectures

Ø Expanding the definition of “network” (the opportunist)

Page 54: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

New architecturesØ P2P MMORPG

Ø Each peer responsible for a region of MMO

Ø Players handed off between adjacent peers as they move through virtual world

Ø Network issuesØ Splitting world amongst active peersØ Dealing with churn in P2P networksØ Handing off players from peer to peer

Ø See current and previous NetGames workshops

Page 55: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

New architecturesØ Public-server MMORPG

Ø Security protocols to prevent cheatingØ Game-based captchas to protect incentives based on

authenticated player minutesØ Loot authentication to prevent fabrication cheatsØ NetGames 2006

publisher

Public server 1

Player 11. Authenticate

2. Gameplay

3. Lo

ot req

uest

4. Bou

nd loo

t5. Bound loot

Page 56: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

What are NetGames researchers to do?Ø Doing more with less (the pessimist)

Ø Doing more with more (the optimist)

Ø Expanding the definition of “network” (the opportunist)Ø Network at the client

Ø Network at the server

Page 57: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Network at the clientØ Game controller

Ø Nintendo WiiØ ActiveBat (NetGames 2004)

Ø Sensor localization

Ø Real Tournament (NetGames 2003)Ø GPRS, 802.11 combination

Page 58: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Network at the clientØ Remote rendering

Ø Example: PSP to PS3 RemotePlayØ Now over ad-hoc WiFiØ Soon over the Internet

Ø Eliminate information exposure cheats

Page 59: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Network at the serverØ Holy grail of MMOs

Ø A single virtual world with everyone in it

Ø Current gamesØ Entire game application replicated into separate instances

Ø Socket, thread, memory limitations

Ø FPS

Ø Single server with 32-64 playersØ Run 20,000 – 50,000 independent servers to support large

numbers of users

Ø MMORPG

Ø Single server and DB with 5,000-10,000 playersØ Run hundreds of independent instances to support large numbers

of users

Page 60: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Network at the serverØ Parallel and clustered FPS server implementations

Ø Parallel Quake II (Glenn Deen, OptimalGrid, IBM Research)

Ø Clustered implementation with 70ms transition between nodes

Ø ICPP keynote http://www2.dnd.no/icpp2005/keynote_icpp2005.pdf

Page 61: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Network at the serverØ EVE Online

Ø Single shard MMORPGØ 35,000+ simultaneous players

Page 62: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Network at the serverØ EVE Online requirements

Ø Flexible scripting languageØ Interpreted languages for rapid

prototyping and debugging

Ø Massive per-entity multithreading (> 20,000)Ø Event-driven programming too

difficultØ Efficient threading, scheduling,

synchronization

Ø Transparent thread migration between processorsØ Serialization and migration of entity

objects Ø Load is unpredictable across

universe

Page 63: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Network at the serverØ Example scripting languages and engines for MMORPGs

Ø Python (Eve Online, Civilization, Kaneva engine, BigWorld)Ø Lua (WoW)Ø UnrealScript (Unreal Engine games: e.g. Lineage II, America’s

Army, Deus Ex)Ø Torque (Torque game engine)

Page 64: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Network at the serverØ EVE OnlineØ Stackless Python http://www.stackless.com/

Ø Cooperative user-level multithreading (minimize synchronization)Ø “Tasklets” and “microthreads” (think user-level threads and co-routines)

Ø Heap-based stacks (vs. 1MB per pthread for OS threads)Ø Massive threads with slight heap overhead

Ø O(1) RR scheduler (minimize scheduling)Ø “Pickling” (think Java serialization) to swap to disk and to

migrate to other processorsØ Other known users

Ø BigWorld game engine http://www.bigworldtech.com/Ø Butterfly.net

Page 65: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Network at the serverØ EVE Online architecture

Ø Dynamic transparent load balancing on the back-end

Page 66: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

SummaryØ An optimistic view

Ø Networks are still relevant in networked games

Ø Many interesting problems still to be solved

Ø Might need to expand what we consider “NetGames”research to keep these workshops interesting!

Page 67: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

And finally, what I learned yesterdayØ How to say “I was drunk” in Australia

I got rotten

I was off my face

I had the wobbly boot on

I was stonkered

I was a gutful of piss

I was quite ‘full’

Page 68: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Questions?

Page 69: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Extra

Page 70: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

http://www.nossdav.org/2008/

Keep our track record of having the coolest session at NOSSDAV!

Page 71: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Speed limitsØ Dynamically limit what world data is sent

Ø Data culling to conserve network bandwidthØ Based on player movement (dead reckoning)Ø Based on viewable area

Ø Limiting size of world and its populationØ Battlefield 2142

Ø 64 kbps connection = 16 playersØ 128-768 kbps connection = 32 playersØ > 1.5 Mbps connection = 64 players

Page 72: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Going outside of the gameØ Use the network to build communities

Ø More examplesØ Gamespy Arcade/Arena/ComradeØ UDPSoft/Yahoo! All-seeing-eye

Page 73: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

Streaming worldsØ Copycats coming

Ø Playstation Home

Page 74: What’s Next for Networked Games? · Ø $3.8 billion in 2006, $11.8 billion by 2011 Ø Source: Strategy Analytics (9/11/2007) Half-Life/Counter-Strike Battlefield Lineage Warcraft/Starcraft

W. Feng, "What's Next for Networked Games", NetGames 2007 keynote talk, Sept. 19-20, 2007.

VoIPØ Voice communication within game common

Ø Done in-band for most networked gamesØ Audio is a low-bandwidth feature

Ø Done out-of-band (e.g. Ventrilo, TeamSpeak)Ø Mandatory for going on raids with some guilds in WoWØ In lieu of WoW voicechat