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/ Why Study Network Games? • In 2000, U.S. economy grew by 7% while computer game industry grew by 15% “Economic Impacts of the Demand for Interactive Entertainment Software”, Interactive Digital Software Association, 2001. • 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. 2 NetGames'03, Redwood City, CA, USA May 2003 Why Study Warcraft III? • Top selling computer game genres – – – – Strategy (27.4%) “Top Ten Industry Facts”, Interactive Digital Software Association, May 2003. 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 3 NetGames'03, Redwood City, CA, USA May 2003 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) 4 NetGames'03, Redwood City, CA, USA May 2003 Outline • Introduction • Experiments • Analysis • Conclusions 5 NetGames'03, Redwood City, CA, USA May 2003 Warcraft III Overview RTS User Interaction Components: • Exploration • Building • Combat 6 NetGames'03, Redwood City, CA, USA May 2003 Exploration Map Performance? • Time (to reach end) 7 NetGames'03, Redwood City, CA, USA May 2003 Building Map Performance? • Time (to build technology tree) 8 NetGames'03, Redwood City, CA, USA May 2003 Combat Map Performance? • Games Won • Unit Scores 9 NetGames'03, Redwood City, CA, USA May 2003 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] 10 NetGames'03, Redwood City, CA, USA May 2003 Outline • Introduction • Experiments • Analysis – Application Level – Network Level – User Level • Conclusions 11 NetGames'03, Redwood City, CA, USA May 2003 Building and Latency Build Time vs. Latency 9:36 Linear (Time To Build) R2 = 0.0516 9:21 Build Time (m:s) Time To Build 9:07 8:52 8:38 8:24 8:09 7:55 7:40 0 500 1000 1500 2000 2500 3000 3500 Latency (ms) 12 NetGames'03, Redwood City, CA, USA May 2003 4000 Exploration and Latency Time To Complete Linear (Time To Complete) Explore Time vs Latency 5:31 Explore Time (m:s) 2 R = 0.6334 5:16 5:02 4:48 4:33 4:19 4:04 3:50 0 200 400 600 800 1000 Latency (ms) 13 NetGames'03, Redwood City, CA, USA May 2003 1200 Combat and Latency (1) Unit Score Difference Unit Score Difference vs. Latency 3000 2000 1000 0 -1000 -2000 -3000 R2 = 0.0138 0 200 400 600 800 1000 1200 1400 Latency (ms) 14 NetGames'03, Redwood City, CA, USA May 2003 1600 Combat and Latency (2) 15 NetGames'03, Redwood City, CA, USA May 2003 Outline • Introduction • Experiments • Analysis – Application Level – Network Level – User Level • Conclusions 16 NetGames'03, Redwood City, CA, USA May 2003 Bandwidth 3.8 Kbps 4.0 Kbps 6.8 Kbps 17 NetGames'03, Redwood City, CA, USA May 2003 Inter-Packet Times 18 NetGames'03, Redwood City, CA, USA May 2003 Payload Distributions 19 NetGames'03, Redwood City, CA, USA May 2003 Bandwidth and Latency • Battle.net games had ~100 ms latency • Trace combat maps with induced latency 20 NetGames'03, Redwood City, CA, USA May 2003 Payload Distributions and Latency 21 NetGames'03, Redwood City, CA, USA May 2003 Commands and Latency • Pilot studies suggest 6 bytes of overhead • • 22 per command Remove 6 bytes from each packet payload Add up remaining command payloads NetGames'03, Redwood City, CA, USA May 2003 Outline • Introduction • Experiments • Analysis – Application Level – Network Level – User Level • Conclusions 23 NetGames'03, Redwood City, CA, USA May 2003 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 24 NetGames'03, Redwood City, CA, USA May 2003 • • 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 • At the network level: 25 – RTS in QoS class similar to that of Web browsing – Small packets with low bandwidth – Command aggregation at higher latencies NetGames'03, Redwood City, CA, USA May 2003 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 26 NetGames'03, Redwood City, CA, USA May 2003 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/