Understanding the impact of network conditions on player satisfaction,
which is one of the major concerns of network game designers, is a
popular research topic.
Of the various ways to gauge user satisfaction, in this paper,
we focus on how network quality affects a player's
decision to leave a game prematurely. To answer this question,
we analyze a 1,356-million-packet trace from a large
commercial MMORPG called ShenZhou Online.
We show that both network delay and network loss significantly affect a
player's decision to leave a game prematurely. It is feasible to predict
whether players will quit prematurely based on the network conditions
they experience. The proposed model can determine the relative impact of
different types of network impairment. For our traces, the degrees of
player intolerance of network delay, delay jitter, client packet loss,
and server packet loss are in the proportion of 1:2:4:3
approximately. The model can also be used to make system design
decisions. Through simulations, we show that by prioritizing server
processing according to the goodness of network conditions, employing
de-jitter buffers, or replacing TCP with a more lightweight transport
protocol, the probability of premature departure can be significantly
reduced. In this way, we demonstrate how our model of
players' network experience provides feedback for the design of online
games.
Departure Analysis, Internet Measurement, Logistic Regression,
MMORPG, Quality of Service, User Behavior
1 Introduction
Of the various research areas related to online games, assessing the
impact of network conditions on user experience is one of the most
popular topics. Many studies, e.g.,
[16,[33,[4,[25,[3,[28,[18,[27,[39,[37,[8,[7],
try to answer questions like: Are game players sensitive to
network conditions? If the answer is yes, they ask: What level
of network QoS (Quality-of-Service) should be provided to maintain a
satisfactory gaming experience? The answers to the above questions are
important because they could provide useful guidelines for the
trade-offs in network resource planning. For instance, if we can be sure
that players are less tolerant of large delay variations than high
latency, then providing a smoothing buffer at the client side, which
introduces additional latency but smoothes the pace of game play, would
be a plus, as it still improves the overall gaming experience from the
user's perspective.
Currently, there is no standard way to objectively quantify the
satisfaction that players derive from gaming. Hence, the effect of
network quality is often evaluated in terms of the users' performance in
a specific context, such as the number of kills in shooting games, the
time taken to complete each lap in racing games, or the capital
accumulated in strategy games. However, game scores are highly dependent
on a player's skills, the system design, and the game's content, so the
results are not comparable and generalizable across different games.
On the other hand, according to flow theory in psychology, game playing
can be described as a pleasurable and exciting activity that makes
players oblivious to time while they are in the
game [26,[21]. The theory suggests that players will
be more conscious of the real world if the feeling of involvement in the
virtual world is diminished by network lags; therefore, the effect of
time distortion will be mitigated. Furthermore, players may
simply decide to quit a game as soon as they detect unacceptable lags.
Thus, we conjecture that the time players leave a game is
affected, to some extent, by the network quality they experience.
Massively Multiplayer Online Role-Playing Games (MMORPGs) have become
immensely popular in recent years, with several top games reporting
millions of subscribers [36]. Our conjecture is verified by
real-life traces from a commercial MMORPG, ShenZhou
Online[35], for two reasons. First, MMORPGs are deemed to
be addictive in that about half of the players consider
themselves addicted [38], so they tend to stay for a long time
once they join a game. For instance, the statistics of MMORPGs in
Japan [1] show that the average game session time is
between 80 and 120 minutes. Most players stay for more than an hour
once they join a game. If players leave in the first few minutes, it may
indicate that they have an unsatisfactory gaming experience due to poor
QoS. The second reason is that MMORPGs are relatively slow-paced
compared to other popular genres, such as first-person shooting (FPS)
games, which usually require players to make sub-second decisions.
Slow-action games undoubtedly have less stringent service requirements
than fast-action games. Thus, MMORPGs could be seen as a baseline for
real-time interactive games so that if network QoS frustrates MMORPG
players, it should also affect gamers of other genres.
In this paper, we analyze the player departure patterns in ShenZhou Online and
their relationship to network quality. We find that both network latency
and network loss have a significant influence on players' decisions to
leave a game prematurely.
We detail our major findings in the following
question-and-answer format.
Do game players leave a game prematurely due to
unfavorable network conditions? Yes. Generally speaking, the worse the
network quality, the earlier players will leave the game. For example,
sessions with a low packet loss rate ( ≤ 1%) have an average
duration of 160 minutes, while those with a high packet loss rate
( > 1%) have an average duration of 70 minutes. If we only observe
whether players quit in the first 10 minutes of a game, only 3% of
players who experience a low loss rate leave in that time, compared to
20% of players who experience a high loss rate.
Is it possible to predict whether a player will
still be online at a given instant? Yes. Using a logistic
regression approach [20], we show that it is
possible to predict premature departures based on the
network conditions the players experience.
In our traces, the network quality can explain 32% of the variability
of a player's decision to leave a game after playing for 10 minutes,
as shown by the following equation:
lp
=
12.5×rtt.mean+86.1×rtt.sd+
1.1×log(closs)+1.2×log(sloss),
Pr
[stay < 10min]
=
exp(lp)/(1+exp(lp)),
where rtt.mean, rtt.sd, closs, and sloss stand
for average RTT (round-trip time), standard deviation
of RTT, client packet loss rate, and server packet
loss rate, respectively.
What is the relative influence of different kinds of
network impairment? Quantitatively, the degree of player
"intolerance" to network delay, delay jitter, client packet loss, and
server packet loss is in the proportion of 1:2:4:3
approximately. In other words, if players quit because they are
frustrated by unfavorable network conditions, on average, 10% of
their dissatisfaction is caused by network latency, 20% by network
delay jitter, 40% by client packet loss, and 30% by server packet
loss. These findings also suggest that, while current network games
rely primarily on a "ping time" to select a server for a smooth game,
delay jitter should also be considered in the server selection process.
Is it possible to encourage players to remain with a
game based on predictions about departure? Yes. We first show that
the player departure rate declines over time; that is, the longer
a player stays, the less likely s/he is to leave the game any time.
Moreover, we find that the influence of network quality on players
declines over time. This may be because extraneous factors, such as
social bonds, affect a player's decision to leave when s/he has been in
a game for a period of time. Having considered both properties, we can
encourage users to remain with a game by temporarily allocating
more resources to players who tend to leave prematurely until they
settle down and become tied to the game play. We show via simulations
that, by prioritizing server processing according to the goodness of
network conditions and employing de-jitter buffers, the probability of
premature departure can be reduced by 10% and 4% respectively.
Can we provide a better gaming experience by improving
transport protocols? Many MMORPGs, including the game we studied, use
TCP as the underlying transport protocol because of its reliable and
ordered transmission mechanism. However, TCP may cause performance
degradation, as stream-oriented delivery is not actually required for
every game message. With TCP, a single dropped packet causes a stall in
the transmission of subsequent network data until that packet is
successfully delivered. In our traces, the delay jitters increased from
an average of 18 ms to 32 ms due to the TCP's in-order delivery
policy. Based on the model developed in Section V, we
estimate that the odds of premature departure (defined as a player
quitting a game within 10 minutes of joining it) would be reduced by a
factor of 2.8 if the additional delay jitter due to in-order delivery
could be avoided. This corresponds to a 12% reduction in the
premature departure probability (from 20% to 8%) in our case.
The remainder of this paper is organized as follows.
Section II describes related work. We briefly
introduce the studied game and summarize the collected traces
in Section III. In Section IV, we
analyze the player departure patterns and their correlations
with network QoS. In Section V, we develop a
logistic model that describes the relationship between QoS
factors and premature departures. We discuss the model's
implications and applications in Section VI.
Then, in Section VII, we present our
conclusions.
2 Related Work
Although a QoS infrastructure is not widely available on the Internet,
real-time interactive online games, which are generally considered
QoS-sensitive, are becoming increasingly prevalent. The reason could be
that either QoS is not important, or players have simply become
accustomed to unfavorable network conditions. A number of
experimental studies based on users' performance in controlled
network environments have addressed this
question [33,[4,[25,[28,[39,[37,[32].
For example, Beigbeder et al found that typical ranges of packet loss
and latency do not significantly affect the outcome of the game
Unreal Tournament 2003[4], while Sheldon et
al. concluded that, overall, high latency has a negligible effect on the
outcome of Warcraft III[33]. However,
Nichols and Claypool showed that user performance is degraded by almost
30% when latency is higher than 500 ms in NFL
Football[25].
Meanwhile, some studies have explored the problem using an
observational
approach [16,[3,[8]. Henderson
found that the effect of network delay is outweighed by game design or
exogenous effects, and players seem to be remarkably tolerant of network
conditions [16]. Armitage suggested that players
prefer a Quake 3 server with a ping time that is less than 150 to 180
ms from their locations [3]. In a previous
work [8], we proposed estimating players' awareness of
network quality by the amount of time they spend in a game. We found that game
session times are closely related to the network conditions players
experience, and we derived the players' intolerance to various types of
network impairment, e.g., latency, delay jitter, and packet loss. The
present study extends our work in [8] by incorporating 1)
the variability of players' QoS-sensitivity during a game,
instead of treating it as constant; 2) predictability analysis of
player departure events in terms of network quality; and 3) the
representativeness and sampling methods of network QoS factors. We also
explain how the proposed regression model can be used in making system
design decisions.
While a number of previous works have suggested remarkable QoS tolerance
on the part of game
players [16,[4,[33], our
findings based on the ShenZhou Online trace show that network quality has a
significant influence on players' departure patterns. We believe that
the discrepancy is due to both the nature of the game genre and the
design and implementation of each particular game, such as dead
reckoning
schemes [34,[2,[29], and
transport protocols. For example, TCP provides in-order delivery, which
incurs additional delay and jitter for each packet loss event. As games
employ different designs and transport protocols, it is inevitable that
players will have diverse levels of QoS-sensitivity in different
games, unless we can separate the effects of network QoS, system
design, and transport protocols on players. This issue
remains to be solved.
Table 1: Summary of Game Traffic Traces
Trace
Sets
Date
Time
Period
Drops†
Conn.
Session
Pkt. (in / out / both)
Bytes (in / out / both)
N1
3
8/29/04 (Sun.)
15:00
8 hr.
0.003%
57,945
7,597
342M / 353M / 695M
4.7TB / 27.3TB / 32.0TB
N2
2
8/30/04 (Mon.)
13:00
12 hr.
?‡
54,424
7,543
325M / 336M / 661M
4.7TB / 21.7TB / 26.5TB
† This column gives the kernel drop count reported by tcpdump.
‡ The drop count reported by tcpdump is
zero, but we actually found some packets are dropped at the monitor.
3 Trace Collection
ShenZhou Online is a mid-scale, commercial MMORPG that is popular in
Taiwan [35], where there are thousands of players online at
any one time. To play, the participants purchase game points from a
convenience store or online. A screen shot of ShenZhou Online is shown in
Fig. 1. The character played by the
author is the man under the tree with a round smiling face above him.
He is in a typical market place, where other players
keep stalls. As is normal in MMORPGs, a player can engage in fights with
random creatures, train himself in special skills, participate in
marketplace commerce, or take on a quest.
Figure 1: A screen shot of ShenZhou Online
With the help of the ShenZhou Online staff, we set up a traffic monitor beside the
game servers. The monitor was attached to a layer-4 switch upstream of
the LAN containing the game servers (we call it the "game LAN"). The
port forwarding capability of the tapped layer-4 switch was enabled so
that a copy of all inbound/outbound game traffic was forwarded to our
monitor. To minimize the impact of monitoring, all remote management
operations were conducted via an additional network path, i.e., the game
traffic and management traffic did not interfere with each other. The
network topology and setup of the game servers and the traffic monitor
are shown in Fig. 2. The traffic monitor was a FreeBSD
PC equipped with 1.5 GHz Pentium 4 and 256 MB RAM. We used
tcpdump with the kernel
built-in BPF to obtain traffic traces.
In each trace, we randomly chose a subset of game sets, and only packets
belonging to the selected game sets were logged. A game set, which is
logically a "game server" from a player's viewpoint, comprises an
entry server, several map servers, and a database server. All game sets
are equivalent in content, but isolated. The reason for providing
identical game sets is to distribute the players over a number of
servers with limited game content, e.g., terrain, missions, and
creatures in the virtual world. We took two packet traces, N1 and
N2, which recorded traffic for two and three game sets,
respectively. The two traces, which spanned 8 and 12 hours,
respectively, and contained more than 1,356 million packets, are
summarized in Table I. Interested readers
may refer to [6] for more details about the
characteristics of game traffic. The full data set is available for
research purposes on request1.
Although the traced game servers are centrally located at one ISP,
players are spread over 13 countries and hundreds of autonomous
systems.
More specifically,
the average RTTs experienced by game sessions range from 95 ms to
580 ms, and the loss rates incurred range from zero to 20%
(computed by one percentile and 99 percentile, respectively). The
heterogeneous network path characteristics manifest that our trace is
not specific to a particular configuration.
Figure 2: Network setup for traffic measurement
4 The Player Departure Process and Its Sensitivity to Network QoS
In this section, we first analyze the general departure process of game
players without considering the effect of network conditions. We then
present a correlation analysis of the relationship between the player
departure process and the network conditions they experience. The
purpose of the correlation analysis is twofold: 1) to confirm the
influence of network QoS on players' premature departure patterns; and
2) to serve as a quick way to identify factors that significantly
influence player behavior.
Figure 3: Estimated hazard functions and survival
functions for the observed game sessions. The right-hand
graph shows the probability estimate that a player who has already
played for time t will leave the game within the next 10 minutes.
Note that, on the graph, a probability of 5% is denoted as 0.005,
which is multiplied by 10 because we are considering the departure
probability within the next 10 minutes instead of 1 minute.
4.1 General Player Departure Pattern
We now investigate the general pattern of how much time players invest
in game playing. First, we consider the estimated survival
functions [23], which are semantically equivalent to
complementary cumulative distribution functions (CCDF), for sessions on
a weekend and a weekday respectively. As shown in
Fig. 3(a), the median game session time is
127 minutes and 92 minutes for the weekend and weekday,
respectively. This supports the common intuition that people generally
have more time for leisure activities on weekends than on weekdays. We
can highlight this difference in another way: while 31% of players
spend more than 5 hours in the game on a weekend, only 18% of
players do so on a weekday. Furthermore, both survival curves are
concave upwards (i.e., convex functions), which indicates that
players tend to stay longer when they have been in the game for a
long time.
The hazard function provides us a more direct way of checking the
departure "rate" of participants. The function, also known as the
conditional failure rate in reliability engineering, or the intensity
function in stochastic processes, is defined by
h(t) =
lim
∆t → 0
Pr
[t ≤ T < t + ∆t|T ≥ t]
∆t
.
The hazard function gives the instantaneous rate at which
failures occur for observations that have survived at time t. In
our context, the quantity h(t)∆t can therefore be seen as
the approximate probability that a player who has been in a
game for time t will leave the game in the next ∆t
period, given that ∆t is small.
We illustrate the estimated hazard functions in
Fig. 3(b). Both functions present continuous
downward trends. The hazard function on weekdays shows that the
probability a player will leave a game within a short time (10
minutes) when s/he has been in the game for 30 minutes, 1 hour, 3
hours, and 6 hours is approximately 9%, 7%, 5%, and 3%,
respectively. The decreasing failure rate indicates that a player
who has played a game for a longer time has lower probability of leaving
any time, which is a remarkable feature of heavy-tailed
distributions [31].
The distribution of the observed game sessions was very different from
that reported in earlier studies of FPS (First-Person Shooting)
games [17,[5,[13],
in which the session times were not heavy-tailed. We attribute this
discrepancy to the difference in game genres. First, since FPS games
are round-based, players are forced to take a break after each round so
that they have a chance to regain consciousness of the real world. In
contrast, the adventures in MMORPGs are continuous and endless, and no
explicit mechanism exists to give players a pause. According to flow
theory, the time distortion effect is more significant when a player is
more involved in the virtual world [26], i.e., players lose
their sense of time and therefore tend to spend more time in the virtual
world. Second, MMORPG players are likely to be locked into the game by
"social bonds." For example, a player may endeavor to stay in a game
until the current mission is completed, because leaving prematurely
would affect the whole group's adventure and possibly damage his/her
reputation in the game. While team playing is also common in FPS games,
the social bonds tend to be short-lived because of the games'
round-based nature.
4.2 Correlation Analysis
Before evaluating the degree of untimely logouts from a game
owing to unfavorable network conditions, we define
"premature" player departure.
Definition 1
A premature departure occurs at time t, denoted as
PD(t), if a player leaves the game before playing for t
minutes. The time span t is called the observation
period.
In the following, we check if different levels of network impairment
(i.e., network delay, delay variations, and packet loss) annoy players
and cause them leave the game earlier than they would if the network
quality were "perfect."
Below, we define six QoS factors that could be relevant to gamers'
premature departures.
Average RTT: the average round-trip transmission
latency of game data packets, which is a measure of interactivity
and responsiveness of game play.
Maximum RTT: the maximum round-trip transmission
latency of game data packets, which accounts for the most
unpleasant "lag" experience.
Delay jitter: defined as the standard deviation of packet
round-trip times, which measures the instability of the game's
response time.
Average queueing delay: computed as the average
round-trip time minus the minimum round-trip time, which is an
estimate of the average queueing time accumulated during network
transmission.
Client packet loss rate: the loss ratio of
packets sent to the server by game clients, which accounts for
the additional latency before a player's command can be
processed (by the server), as loss detection and recovery cost
some time.
Server packet loss rate: the loss ratio of packets
sent from the game server to the client, which accounts for
additional latency before game messages or state updates can be
displayed on the client's screen (i.e., presented to the game
player).
Figure 4: Correlation of premature departures and network QoS factors
Our procedure for assessing whether a particular QoS
factor affects the occurrence rate of premature departure events is as
follows. First, the range of each QoS factor is divided into several
equal intervals. Then, we classify all the game sessions into different
groups according to which interval their QoS factors fall into, and
compute the proportion of prematurely departed sessions within
each group. The computed quantity PDratio(x) is an
approximation of the conditional probability Pr(PD|x), where
x denotes the midpoints of the intervals of a QoS factor. The scatter
plots for PD(10), i.e., premature departures that occurred within 10
minutes of joining a game, which represent the relationship between
PDratio(x) and x, are shown in Fig. 4. For each plot,
we use Kendall's rank correlation coefficient τ [24]
to quantify the strength of the relationship between the QoS factors and
the ratio of premature departure events. A lowess smooth
curve [9] is also plotted to facilitate visual detection of
the trend.
4.2.1 Factor Analysis
In Fig. 4, except for the maximum RTT and the mean
queueing delay, the factors show generally positive correlations
with the rate of premature departures. This basically confirms our
hypothesis that more serious network impairment annoys players
such that they are likely to leave the game earlier (even though
they may come back later).
Effect of Queueing Delay
The average queueing delay, however, has negative correlations with
premature departures when it is small, and shows no correlation with
premature departures when it is moderate to high. A detailed analysis
reveals that this is because sessions with short queueing delays have
much higher packet loss rates than those with long queueing delays.
Specifically, the median packet loss rate for sessions with queueing
delays shorter than 50 ms is 0.84%, but for higher-queueing-delay
sessions it is 0.08%, a ratio of approximately 10:1. The
combination of high packet loss and short queueing delay could be due to
certain congested links that incur a high packet drop rate; however,
since the capacity is high, the queueing time is relatively short (the
queueing time is decided by both the queueing length and the outgoing
link bandwidth). On the other hand, there is no correlation between
moderate to long queueing delays and premature departures. This suggests
that queueing delay is not a good indicator of network quality, as it
does not directly affect players' perceptions of game responsiveness and
interactivity. In other words, players cannot distinguish between
specific components of the delay time (i.e., processing delay,
propagation delay, transmission delay, and queueing delay). Instead,
they only care about the total delay time that they actually experience
in the form of game "lags," "jumps," slow responses, or inconsistent
states between different peers.
Effect of Maximum RTT
There is no correlation between maximum RTT and premature departures.
This may because the maximum RTT captures the worst network lags players
experience during the session, instead of the players' average
experience. Even if the worst lag is intolerable, users may be patient
and wait for conditions to return to normal (as network quality changes
constantly over time). In this case, the maximum RTT factor cannot
capture the true feelings of players based on premature departures.
Threshold Effect
The trend of the lowess curves in Fig. 4 indicates that the
average RTT, delay jitter, and both packet loss factors have a
"threshold" effect, i.e., the impact of a factor remains unchanged
when its magnitude is small. For example, the threshold of the average
RTT is around 180 ms, so the premature departure probability only
increases with the average RTT when the latter is higher than 180 ms.
This indicates that players may be insensitive to a small amount of
network impairment. The threshold effect is commonly seen in measures of
physiological reactions to external substances [11]. For
example, human responses to drugs in terms of enzyme activity, membrane
potential, heart rate, or muscle contraction usually have a threshold
effect. Hence, the threshold effect we identified here could be seen as
evidence that premature departures successfully capture players'
perceptions of network impairment.
4.2.2 Effect of the Observation Period
Figure 5: Correlation of premature departures and network QoS factors
Fig. 4 shows the effect of network QoS factors on premature
departures with an observation period of 10 minutes. We now examine
whether the effect of network impairment remains the same with different
definitions of premature departure. To do so, we plot the rank
correlation coefficient between premature departures and QoS factors
with different observation times, as shown in Fig. 5. Of
the six factors, the average RTT, delay jitter, and packet loss rates in
either direction all show strong correlations with the premature
departure ratio, regardless of the observation points, as their
correlation coefficients are consistently higher than 0.5.
In contrast, the maximum RTT has a very weak and unstable correlation
(τ is between -0.4 and 0.2). Also, the queueing delay has a
unreasonable negative correlation. We discuss this point in the
subsection entitled "Effect of Queueing Delay". As neither factor has
a consistent relationship with premature departures, we exclude queueing
delays and maximum RTT from our considerations hereafter.
4.2.3 Summary
Although the correlation analysis presented in this section
reveals the effect of network conditions on players' departure
times, it cannot quantify the full impact of individual
QoS factors exactly because of the collinearity among the
factors. For instance, the correlation coefficient between the
client packet loss rate and server packet loss rate is strong
(0.73); while the average RTT and delay jitter have
non-trivial correlations with the overall packet loss rates
(0.2 and 0.15 respectively). Given that these factors have
significant positive associations with premature departures, we
still need to determine which one causes the most user
dissatisfaction. Players may be particularly unhappy because of
one factor, or they may be sensitive to all of them, with
different levels of intolerance. To determine the effect of
individual QoS factors, in the next section, we perform
regression analysis, which models each QoS factor as a
predictor of the probability of premature departures.
5 Modeling The Probability of Premature Departures
In this section, for the sake of clarity, we assume an observation
time of 10 minutes. The effect of different observation times is
discussed in Section VI-B. We begin by
describing the logistic regression model, after which we discuss
some issues related to the model's development, including the
sampling of QoS factors, adjustment of factor forms,
predictability analysis, and validation. We conclude this section
with an interpretation of the developed model.
5.1 Logistic Regression Model
For each game session, we now have two sets of data: 1) a set of network
QoS factors, which measure the network impairment the session
experienced and serve as predictors; and 2) the record of whether
a premature departure event occurred (yes or no), which serves as the
response variable, therefore it seems appropriate to apply
ordinary linear regression modeling. However, our case is not suitable
for linear regression because the required conditions for linear
regression, including the normality of errors and homoscedasticity of
variance, are violated. Moreover, dichotomous response variables are
difficult to deal with because they have ceilings and floors. That is,
if we treat the probability of premature departures as the response
variable in an ordinal linear regression, we will always obtain a
negative "probability" with sufficiently small predictors, and a
"probability" above one with sufficiently large predictors. How to
interpret these nonsensical probabilities is a problem.
For the above problems, we apply logistic
regression [10,[20] to model the impact of network QoS
factors on premature departure events. The logistic regression model,
which belongs to a class of models known as generalized linear
models [15], is one of the most popular methods for predicting the
probability of the occurrence of an event by data fitting.
It resolves the above-mentioned problems by incorporating binomial
errors and a transformation of the linear predictor to the logit,
i.e., the logged odds. The odds of a probability p are
defined as p/(1−p) so that the corresponding logit is ln(p/(1−p)).
Assume that the risk vector (the network QoS factors in our case)
associated with a session i is Zi, then the logistic
regression equation can be formulated as
Pi=
Pr
(PD|Zi) =
exp(Li)
1+exp(Li)
=
exp(βtZi)
1+exp(βtZi)
,
(1)
where Pi and Li are the predicted probability and logit of
premature departures for session i respectively, and
β=(β1,…,βp)t is the coefficient vector
that corresponds to the "intolerance" for one unit increment of each
QoS factor. In other words, the logit, which ranges from −∞ to
+∞, rather than the probability, which ranges from 0 to 1, is
used as the response variable in logistic regression.
This explains why logistic regression is appropriate for predicting the
probability of a certain event, as its response variable is always
between 0 and 1 regardless of the magnitude of the
predictors. To solve a logistic regression equation, the
parameter vector β is usually estimated by maximizing
the likelihood function
∏
{ PiYi ×(1 − Pi)1 − Yi } ,
(2)
where Yi indicates whether a premature departure event
actually occurred (0 or 1) in session i.
5.2 Sampling of QoS Factors
To ensure that the model is tractable, we use a scalar value for
each risk factor to capture its effect on players' gaming experiences in
a session. However, QoS factors, such as the round-trip delay time, are
not constant, but keep changing during the game. Extracting a
representative value for each factor in a session, which is analogous to
feature vector extraction in pattern recognition, is the key to
determining how well the model fits the observed departure behavior of
players.
Intuitively, the quantities averaged over the whole session time should
be a good way to obtain a representative feature. However,
(relatively) extreme conditions may have much more influence on
users' overall perception than other conditions. For example, users may
quit a game immediately because of serious network lags in a short
period, but be unaware of mild and moderate lags that occur all the
time. Moreover, players might be more sensitive to adverse network
conditions than desirable network quality (i.e., as it is "supposed"
to be), or vice versa. Players might still be happy if the network
quality is satisfactory most of the time, even if it is is intolerable
sometimes, or they may only consider the unsatisfactory part, and leave
as soon as they feel the playing conditions are intolerable. These
behavior patterns are only a few of numerous possible ways a player
might react to network impairment. As no general and well-established
perceptual and behavioral models exist to describe players' reactions to
perceived network impairment, we investigate how to derive the most
representative risk vectors.
We propose three measures to account for variations in network
quality over time, namely, the minimum, the average, and the
maximum of a factor, with two-level sampling. That is, the
original time series s is divided into a number of sub-series of
length w, from which network conditions are sampled. This
sub-series approach is intended to confine the measures of network
quality within time spans of length w, thereby excluding
the effect of large-scale variations.
The respective minimum, average, and maximum measures with lengths
equal to ⎡|s|/w⎤ are computed for each sampled QoS
factor. We then decide which of the three measures is the most
representative for describing a user's perceived experience during
the game.
Figure 6: Evaluation of the sampling method for
network QoS factors
We evaluate different combinations of measures and window sizes by
fitting the extracted QoS factors into a logistic model and checking the
models' log-likelihood value, which is an indicator of goodness-of-fit.
As Fig. 6 shows, the client packet loss rate and
server packet loss rate are best sampled with an overall average in the
whole session time, i.e., with w=|s|. We believe this result is due
to the following reasons: 1) the game packet rate is low (generally less
than 10 packets/second), and 2) packet loss is rare. Thus, a large
window would be more appropriate because a short time series may not
contain enough samples to capture the true packet loss probability along
the network path.
On the other hand, the minimum values of the average RTT and
the RTT standard deviation in consecutive windows are the most
representative. That is, we choose the minimum average
RTT and minimum RTT standard deviation and sample both
with a window size of 10 seconds. (For simplicity, we use
delay and delay jitter to refer to the sampled
average RTT and RTT standard deviation variables respectively.)
The small window size implies that players are more sensitive
to short-term, rather than long-term, effects of network
quality. This behavior is reasonable because long-term
fluctuations in network quality should have no influence on the
real-timeliness of game playing.
The sampling method of the RTT standard deviation indicates
that players are tolerant of infrequent extreme variations
in network latency, and more sensitive to delay fluctuations
that occur in every 10-second period. The sampling of both
RTT-related factors consistently chooses the value that
represents the best (averaged) quality a player
experienced. This interesting finding could be further
verified by cognitive models that explain why good experiences
(rather than bad experiences) have a stronger effect on
players' departure decisions.
5.3 Model Fitting
Since our two traces were recorded on a weekday and a weekend
respectively, the day of the week effect should be incorporated
into the modeling, if appropriate. For a 10-minute observation
period, the proportion of premature departures on weekdays and weekends
was 6.8% and 7.0% respectively, which yields an odds ratio of
0.96. This difference between the two groups of sessions yields a
p-value of 0.67 in Fisher's test [14], which fails
to reject the null hypothesis that their odds are equal. Furthermore, if
we take the binary variable weekend as the only predictor in the
logistic regression, both the Wald statistic and the likelihood ratio
test indicate that weekend is insignificant with a critical value of
0.2. All of these tests indicate that the day of the week does not
cause players to leave a game prematurely. Compared to
the discussion in Sec. IV-A, the phenomenon
indicates that, although users generally spend less time playing games
on weekdays, the time constraint on weekdays is not so stressful that
players are forced to quit the game within a short time, e.g., 10
minutes. Thus, we do not include the weekend variable in the model.
Figure 7: The functional form of the four factors
Like ordinary linear regression models, the logistic model
assumes that the contribution of each risk factor to the
response variable is linear and additive on the logistic
scale. To check whether our QoS factors confirm this
assumption,
we fit the data into a generalized addictive model with smoothing
splines [15]. The estimated impact of the four factors, as
well as the two-standard-error confidence bands, versus their
magnitude, are plotted in Fig. 7. The Y-axis
represents the contribution of each factor to the logit of the
response variable; specifically, it is an estimate of βX X
of factor X with different magnitudes. A nonlinear relationship
between the impact of and the magnitude of a factor X indicates
that its coefficient βX is not constant over all levels,
which contradicts the assumption of the binary logistic regression
model.
According to Fig. 7, both the delay and the delay jitter
have approximately proportional impact on the premature departure
probability; thus, no adjustment should be made. On the other hand,
packet loss rates exhibit very different behavior compared to the
delay-related factors. First, we observe that the influence of packet
loss rates in either direction is not proportional to their magnitude.
A common solution to modeling non-proportional variables is to use
scale transformation. By taking logarithms, packet loss rates
have a smoother influence on the logit of premature departures
(indicated by the gray lines in Fig. 7(c)(d)), and yield
much better goodness-of-fit. This indicates that the premature departure
probability is more proportional to the scale of packet loss
rate, than its magnitude. In other words, if we denote
the impact of the loss rate p on premature departures as imp(p),
imp(p) ∝ p if the impact of the packet loss on premature
departures is proportional, and imp(p) ∝ log(p) if the impact of
packet loss is proportional to the scale of the loss rate.
However, the logged packet loss rates still have a nonlinear impact on
premature departures, and present a threshold effect. As a result, the
impact of packet loss on premature departures seems to have an upper
limit, instead of increasing unboundedly. This implies that players are
already intolerant of moderate packet loss and tend to leave
prematurely; thus, a higher packet loss rate would not cause further
behavioral changes. We solve the disproportionality by mapping the
logged packet loss rates to a logisitic equation (sometimes called the
Verhulst model or logistic growth curve), which is commonly used to
model a dose-response curve [11]. The general form of a
logistic equation is defined as
f(t) =
asym
1 + exp((xmid − t)/scale)
,
where asym, xmid, and scale are real parameters. The
logistic equation has a sigmoid shape so that it can capture the
threshold effect of our factors. From Fig. 7(c)(d),
we observe that the logistic mapping from the packet loss rates to
their impacts is reasonable in that the red lines are constantly
within the 50% confidence band at all levels.
Finally, we obtain a fitted logistic regression model, as shown in
Table II.
To assess the overall goodness-of-fit, we use the Hosmer-le Cessie
test [19], which reports p=0.40, indicating that
our model fits the data reasonably well.
Table 2: Coefficients in the Final Model
Variable
Coef
Std. Err.
z
P > |z|
delay
12.49
2.11
5.93
0.00
jitter
86.14
6.35
13.57
0.00
closs
1.07
0.18
6.12
0.00
sloss
1.16
0.45
2.57
0.01
5.4 Assessment of the Model Adequacy
Figure 8: Seeking a classification threshold for the estimated
probability
Usually, the adequacy of a logistic model is assessed via a
classification table, which is derived by classifying predicted
probabilities by a cutpoint c. If the estimated probability exceeds
c, it is assumed that players will quit the game prematurely. The most
intuitive value for c is 0.5. However, this cutpoint does not
usually yield good classification results, since the results are heavily
dependent on the distribution of events, i.e., the proportion of
premature departures that occurred. We can calibrate the model by
choosing a cutpoint that maximizes both the sensitivity and the
specificity of the classification. Fig. 8 plots the
sensitivity and specificity obtained by using cutpoints in the range 0
to 1. Choosing c=0.06 yields the minimum difference between two
curves, where both the sensitivity and the specificity are equal to
78%. A more complete description of the classification accuracy is
given by the C-index [22], which is equal to the area under
the ROC (Receiver Operating Characteristic) curve [12].
The C-index for our model, 0.87, indicates generally good
discrimination compared to a C-index of 0.5, which is equivalent
to a random guess.
Figure 9: Examination of the prediction accuracy of the developed
model
To demonstrate the predictive power of our model, we compare the
observed proportion of premature departures and the predicted
probabilities of premature departures, as shown in
Fig. 9. The red crosses mark the proportion of
premature departure events in each group, which is along the
45° straight line through the origin. The figure shows
that the predicted probabilities match the actual probability
well, which implies that the general prediction accuracy of our
model is good.
5.5 Model Cross-Validation
Our model's prediction accuracy might be due to the fact that it actually
captures the relationship between variables, or it might be due
to overfitting. To confirm that the model does not
overfit the data, we use cross-validation to further verify its
adequacy.
The cross-validation steps are as follows: 1) randomly divide all the
game sessions into two equal-sized groups: a modeling group and a
validation group; 2) fit a logistic model with the modeling group; 3)
predict whether premature departure events have occurred for the
validation group based on the fitted model, and compute the prediction
accuracy; and 4) repeat steps 1-3 one hundred times.
Fig. 10 shows the cross-validation results. The
prediction accuracy differs according to the length of the observation
time. The median correct rates are generally higher than 70% for
observation times shorter than 30 minutes, and higher than 80% for
times shorter than 10 minutes. We find that the
correct rates in the worst cases can be quite low in some scenarios,
e.g., with the observation time of 14 minutes. We attribute this
phenomenon to the high variability of game session times. In addition
to the quality of network conditions, there are many exogenous factors
that could affect players' decisions to continue with a game or leave
it. For example, players may be tied by quests on hand or social bonds,
even when network conditions are poor and screen updates are jerky. On
the other hand, they may leave a game because of prearranged events,
schedule constraints, or physical conditions. Although the worst-case
prediction performance in the model's cross-validation is not good,
overall, the median correct rates are acceptably high, especially when
the observation time is shorter than 10 minutes. This demonstrates
that the model's accuracy is not a consequence of data overfitting.
Figure 10: Validation of model fitting with cross-validation
5.6 Model Interpretation
In Table II, we present the estimated coefficients
along with their standard errors and p-values for the fitted
logistic model. All variables are significant at a significance
level of 0.1.
The coefficients of the model can be interpreted by odds ratios.
Since the magnitude of a coefficient implies a change in the response
(in the logit scale) for a one-unit increase of the covariate, the odds
ratio between two risk vectors can be obtained by exponentiating their
difference in logit form. For example, assume that two players
experience similar network conditions, except for delay jitter of 20
ms and 10 ms respectively. The odds ratio of these two sessions can
then be computed by exp((0.02 − 0.01)×86.14) ≈ 2.4, where
86.14 is the coefficient of the covariate jitter. That is, the odds
that player A will leave the game prematurely are 2.4 times higher
than the odds that player B will leave prematurely (i.e., quit the game
within 10 minutes of joining).
6 Model Implications and Applications
In this section, we first discuss the implications of our analysis
results for other game genres. We then present a predictability
analysis of players' premature departure behavior. Next, we investigate
the relative impact of various types of network impairment on user
perception. We conclude the section by discussing how our model can be
used to improve system design, in terms of server processing scheduling,
de-jitter buffer dimensioning, and the choice of transport protocols.
6.1 Implications for Other Game Genres
MMORPGs are slow-paced compared to other popular genres, such as
first-person shooting games, which require players to make sub-second
decisions. In addition to a game's pace, there is a great deal of
difference in how players control the virtual characters. In fast-action
games like shooting, players instruct characters "what" actions to
take and "how" to perform those actions. Specifically, to move a
character to a new location, a player must control each step the
character takes (e.g., three steps west followed by five steps north).
In contrast, in slow-action games like MMORPGs and real-time strategy
games, players only instruct characters "what" to do, i.e., they only
need to point out the location the character should move to, and it will
automatically move toward the destination via a route that is either
pre-determined or computed on-the-fly. MMORPGs are classified as
slow-action games, which have less stringent service requirements than
fast-action games. Therefore, as our analysis
indicates that poor network QoS frustrates MMORPG players, it is
reasonable to assume that it will also affect players of other online
game genres that run at a faster pace.
Figure 11: Predictability of players' departures vs.
observation time
6.2 Player Predictability
We define predictability as the degree of association between
players' departure times and the network conditions they
experience. The stronger the association, the easier it is to predict
whether a premature departure event will occur within a specific
period. This prediction analysis is motivated by the question:
What is the best time to predict whether players will leave
a game prematurely?
We evaluate the effect of the observation time on the predictability of
premature departures by the C-index of the fitted logistic model. To
ensue that the C-index is comparable between models with different
observation times, we randomly remove a few game sessions so that all
game sessions have a fixed proportion of premature departure events,
say, 5%. As shown in Fig. 11, player predictability,
not surprisingly, constantly decreases with longer observation
times. The downward trend to the right indicates that departure events
are less predictable for players who have stayed longer. One reasonable
explanation could be the addictive feature of MMORPGs. Once players have
been immersed in the virtual world for a while, they may enter the
flow state[26] such that the effects of network
impairment are mitigated. Another explanation could be that, as players
have been in the game for a long time, extraneous factors, such as
schedule constraints, tiredness, or social interaction, have a
significant effect on their decisions to stay or leave. For example,
players may want to stay in the game until they complete the current
mission because they will lose all the rewards if they quit before
completion;
or, they may hesitate to leave because of "social bonds," as
current game partners may not be online at other times.
Returning to our question about the best time to predict premature
departures, we can say that the earlier the observation is made, the better the prediction accuracy will be. As a general
rule, we consider that an observation time shorter than 20
minutes is reasonable because the resulting predictability is
acceptably high (i.e., the C-index is higher than 0.8).
6.3 Impact of QoS Factors
Figure 12: Relative influence of different QoS factors in each
session
Our model for premature departures also enables us to quantify
the relative influence of QoS factors. The influence of a
QoS factor, X, is computed as follows:
compute the risk score vector L with risk vectors
Z;
compute the risk score vector LX with risk vectors
ZX, where the factor Xi for each session i is set
to min(Xi);
compute the relative influence of X as L−LX, and
normalize it by a total score of 100.
The computed relative influence of each QoS factor is shown in
Fig. 12. On average, the degrees of players'
"intolerance" to delay, delay jitter, client packet loss, and
server packet loss are in the proportion 1:2:4:3. That is,
a player's decision to leave a game prematurely due to unfavorable
network conditions is based on the following levels of
intolerance: average RTT (10%), RTT variations (20%), client
packet loss (40%), and server packet loss (30%). Next, we
consider the implications of these ratios.
Delay jitters are less tolerable than absolute delays.
While most earlier QoS-sensitivity studies completely neglected the
impact of delay jitters, we argue that jitters are relevant to players'
online gaming experiences. This also suggests that, while current
network games rely primarily on "ping time" to select a server for
smooth game play, delay jitters should also be considered in the server
selection process. However, measuring delay jitter
requires more time and network resources than measuring ping times;
thus, how to balance the resources spent in probing network conditions
and the reliability of measurement results merits further
investigation.
Packet loss is much less tolerable than packet delay.
Comparing the overall influence of network latency and network loss, we
obtain a ratio of 3:7. This result is not consistent with an
earlier study of Unreal Tournament 2003[4],
where the authors reported that network latency < 200 ms and network
loss < 6% have a statistically weak impact on user performance. We
believe this discrepancy is due to the different transport
protocols employed.
While most FPS games use UDP to exchange information between game peers,
many MMORPGs, including ShenZhou Online, use TCP. Since TCP provides in-order
delivery and congestion control, a lost packet will cause subsequent
packets to be buffered until it is successfully delivered, which reduces
TCP's congestion window. On the other hand, packet loss does not incur
any overhead in UDP. Thus, in TCP-based games, packet loss incurs
additional packet delay and delay jitters, both of which further
degrade players' gaming experience. We discuss the effect of transport
protocols in the next subsection.
Client packet loss is slightly less tolerable than server
packet loss. We consider this to be reasonable, since
client packet loss delays the players' commands to the server, whereas
server packet loss delays responses to the commands as well as state
updates. Current MMOGs are mostly server-centric, so a player's command
is not effective until it has been processed by the server. In addition,
to speed up the responses to players' commands, game clients may
"cheat" by displaying the expected states in response to players' own
commands on receipt of players' inputs before those inputs validated by
the server. Thus, server packet loss only impacts on the consistency
between players' views of the virtual world, not the responsiveness to
players' inputs. As a consequence, client packet loss, which may delay
the players' commands, such as attacks and spell casting, is more
annoying than server packet loss, which just delays the server's
responses and screen updates.
6.4 Impact of Transport Protocols
Although TCP is generally considered to be unsuitable for interactive
and real-time communications, many MMORPGs adopt it as their underlying
transport protocol. One reason is that TCP is stream-oriented, so
that the message stream at the sender will be identical to the stream
received at the destination. This property allows game developers to
focus on game development, and leave issues related to network
transmission to TCP. However,
TCP can degrade message transmission efficiency because the
stream-oriented feature is not required for each game message exchange;
hence the protocol's in-order and reliable delivery might lead to
overkill sometimes.
To quantify the degradation of game message transmission, we estimate the
in-order delivery overhead in terms of the additional delay jitters
incurred. We believe that in-order delivery is not necessary for all game
messages for the following reasons:
Many game messages are accumulative in nature, i.e.,
subsequent messages will override earlier ones. For example, state
updates, especially position updates, are usually accumulated so
that a missing message does not matter, unless it is the last in a
series of updates. Thus, a series of accumulated commands, except
for the last, could be delivered in an unreliable and out-of-order
manner.
Some game messages can be processed in any order. For
example, server packets are primarily comprised of accumulated
state updates, dialogue messages, and responses to queries, such
as information about virtual items. With the exception of dialogue
messages, server packages can usually be processed in any order.
To assess how much additional delay jitters are induced by enforced
packet ordering, we assume an extreme case where game packets can be
processed in any order. For our traces, the average delay jitters are
estimated in two ways: 1) 30 ms if delays induced by retransmitted
packets are considered; or 2) 18 ms if delays induced by retransmitted
packets are not considered. Based on the premature departure
prediction model developed in Section V, we estimate
that the odds of premature departure would be reduced by a factor of
exp((0.030 − 0.018)×86.14) ≈ 2.8 if additional delay
jitters could be eliminated. This corresponds to a 12% decrease in
the premature departure probability (from 20% to 8%) with an
observation time of 30 minutes. In this way, we can estimate the
degree of improvement if we replace TCP with a more lightweight protocol
that only orders packets when necessary. Also, the result explains why
packet loss generates so much more intolerance among MMORPG players than
FPS players (Section VI-C).
6.5 Improving the Gaming Experience
Figure 13: Reducing the probability of players' premature
departure by providing more resources for high-risk sessions to
ensure shorter delays or less delay jitters.
In Section IV, we showed that the player departure rate
generally decreases over time; that is, the longer players remain in a
game, the less likely they are to leave the game in every instant.
Furthermore, in Section VI-B, we showed that the
relative influence of network impairment decreases over time, as
extraneous factors, such as social bonds, gradually outweigh the effect
of network QoS on players' decisions to continue or leave a game. By
combining both properties, we propose a strategy that makes a game more
sticky by temporarily allocating more resources to players who
have just joined a game and have a higher probability of leaving
prematurely due to unsatisfactory network conditions..
Specifically, to ensure that players do not leave quickly, we can
temporarily raise the packet rate if the high risk of their premature
departure is due to long propagation delays or a high loss rate on a
noisy link, rather than transient congestion. Alternatively, we can
increase the degree of data redundancy to cope with serious network
impairment. Once the players have settled down and become immersed in
the game play, they are relatively less sensitive or reactive to
network impairment, i.e., they may remain in the game even if the
network quality deteriorates. It could be that players are reluctant to
quit because they have invested so much time in
the current session;
or they are simply more tolerant of network impairment as they are in
the flow state (i.e., addicted). In either case, by allocating extra
scarce resources to the more demanding players, we may increase the
overall game playing time and user satisfaction. Our model could also be
treated as a utility function to evaluate alternative design choices.
For example, suppose a number of transport protocols have been designed
for a particular game, and one protocol performs better in terms of
network latency than loss recovery. In this case, we can predict the
probability of premature departures for each candidate protocol, and
pick the protocol that yields the lowest premature departure
probability.
The following examples demonstrate how our model can be used to
help make design decisions that will improve players' gaming
experiences.
One way to increase the responsiveness of game play is to reduce the
processing time. As server processing power is finite, we can only sacrifice the
responsiveness of low-risk sessions (i.e., those with better network conditions) to
enhance that of high-risk sessions, so that messages from high-risk sessions will be
given higher priority. We define sessions with the highest 25% risk scores as
high-risk sessions, and those with the lowest 25% risk scores as low-risk
sessions. For each "target" round-trip time t, we fairly defer the processing of
low-risk sessions in order to make the round-trip time of high-risk sessions no
longer than t. The simulation results for this configuration are shown in
Fig. 13(a). We find that the predicted premature departure
probability constantly decreases with a shorter target round-trip time. If the
target round-trip time is set to 60 ms, the overall premature departure
probability is expected to decrease by 10%. This indicates that sacrificing the
responsiveness of low-risk sessions to help high-risk sessions in terms of
responsiveness is feasible, as the former may still provide an acceptable gaming
experience with degraded responsiveness.
As delay jitters are less tolerable than absolute delays (see
Section VI-C), we demonstrate how de-jitter buffers,
which stall arrived packets in exchange for reduced delay jitters if
necessary, reduce the probability of players' premature departure. The
length of our de-jitter buffer is very similar to that of the RTO (TCP's
Retransmission Timer) calculation SRTT+k×RTTVAR [30],
where SRTT and RTTVAR denote the smoothed round-trip time and
round-trip time variation respectively; we choose k=2 for our setting.
As shown in Fig. 13(b), the premature departure
probability reaches a minimum when the proportion of de-jitter buffer
users is around 0.3, where sessions adopt the de-jitter buffer based
on the decreasing order of their delay jitters (high-jitter sessions are
considered first). The reason is that, while the de-jitter buffer is
beneficial for high-jitter sessions, it introduces unnecessary overhead
for low-jitter sessions by incurring long delay times. The result shows
that, if sessions with the highest 30% delay jitters are equipped
with de-jitter buffers, the overall premature departure probability
declines by 4%.
7 Conclusion
To understand the relationship between network quality and players'
departure patterns, we analyzed a 1,356-million-packet trace from
a commercial MMORPG called ShenZhou Online. Our results indicate that both network
delay and network loss significantly affect a player's decision to leave
a game prematurely, i.e., the player quits a few minutes after
joining a game. We show that it is feasible to predict whether players
will quit prematurely based on the network conditions they experience.
The proposed model can determine the relative impact of different types
of network impairment. For our traces, the degrees of player
intolerance of network delay, delay jitter, client packet loss, and
server packet loss are in the proportion of 1:2:4:3
approximately. The model is very useful for evaluating system design
decisions. By using the model, we have shown that 1) the premature
departure probability can be significantly decreased by
prioritizing server processing according to sessions' risk
scores; 2) de-jitter buffers can reduce the probability of
premature departure; and 3) if we replace the commonly used protocol,
TCP, with a more lightweight transport protocol to eliminate the
additional delay jitters caused by TCP's in-order delivery, the
premature departure probability can be significantly reduced.
Although many network researchers have focused on ways to measure users'
opinions about network performance objectively, there is still no
consensus on game players' sensitivity to and intolerance of network
conditions. This may be because users' perceptions are inevitably
connected to the nature of the game genre, playing skills, system design
and implementation details, and particularly the choice of transport
protocol. A player who is intolerant of 200 ms latency and a 1%
loss rate for a game may have difficulty in playing another game under
the same network configuration. The key to resolving the inconsistency
is to separate the effects of network QoS, system design,
transport protocols, and their interaction on game players. How to
generalize the measure of users' QoS-sensitivity so that the measures
of different applications can be normalized and compared with one
another remains an open question and will be a major theme of
our future work.
Acknowledgments
This work would not have been possible without the extensive traffic
trace of ShenZhou Online. The authors are much indebted to the following people who
helped us gather the trace: Tsing-San Cheng, Lawrence Ho, Chen-Hsi Li,
and especially to Yen-Shuo Su, who between them made the datasets
available. This work was supported in part by National Science Council
of the Republic of China under the grants NSC 96-2628-E-001-027 and NSC
97-2221-E-001-009.
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[]Kuan-Ta Chen
received his B.S. and M.S. in Computer Science from Na- tional Tsing-Hua
University in 1998 and 2000, respectively. He received his Ph.D. in
Electrical Engineering from National Taiwan University in 2006. He then
joined the Institute of Information Science, Academia Sinica as an
assistant research fellow. His research interests include Internet
measurement, Internet QoS, network security, and online gaming. Much of
his recent work focus on the human factors in network systems,
especially user satisfaction measurement, user behavior modeling, and
user-perception-based system design. He is a member of ACM and
IEEE.
[]Polly Huang
received her Ph.D. (1999) and M.S. (1997) in
Computer Science from University of Southern California, and her B.S.
(1993) in Mathematics from National Taiwan University.
In 2003, she joined the Department of Electrical Engineering of the
National Taiwan University at which she currently holds an associate
professor position. Prior to joining NTU, she worked as a post-doctoral
research scientist at the Computer Engineering and Networks Laboratory
(TIK) of the Swiss Federal Institute of Technology (ETH) Zurich and as a
post-doctoral fellow at the Institute of Pure and Applied Mathematics of
UCLA.
Dr. Huang's research interest includes sensor networking, multimedia
networking, and Internet characterization. She is a member of ACM and
IEEE and serves currently on the editorial board of the Journal of Communications and Networks.
[]Chin-Laung Lei
received his B.S. degree in Electrical
Engineering from National Taiwan University in 1980, and his Ph.D.
degree in Computer Science from the University of Texas at Austin in
1986. From 1986 to 1988, he was an assistant professor in the Computer
and Information Science Department at the Ohio State University,
Columbus, Ohio, U.S.A. In 1988 he joined the faculty of the Department
of Electrical Engineering, National Taiwan University, where he is now a
professor. His current research interests include computer and network
security, cryptography, parallel and distributed processing, design and
analysis of algorithms, and operating system design. Dr. Lei has
published more than 150 technical articles in scientific journals and
conference proceedings, and he is a co-winner of the first IEEE LICS
test-of-time award. He is currently the vice president and a life member
of the Chinese Cryptology and Information Security Association. He is
also a member of ACM, IEEE, and IACR.