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Gamers are impatient when connecting

Quantifying the patience of on-line gamers is important for adequate server provisioning. For some Internet applications, such as web-browsing, users are known to be impatient [20]. For others, such as peer-to-peer services such as Kazaa, users are very patient [12].

{\figurename} 1: PDF of player impatience based on number of acceptable reconnects
\includegraphics[width=0.45\textwidth]{figures/acceptable_refusals}

Our trace of cs.mshmro.com records successful connections as well as connection attempts, when players connect to the server and are refused service. The latter is extremely common; every day, the server turns away thousands of people. Browsing the trace, it is not unusual to see the same player reconnect to the server several times in a row, waiting for a spot on the server to free up. We operate on the assumption that a player's willingness to reconnect to the same busy server repeatedly is an indication of their patience.

{\figurename} 2: Session time results for cs.mshmro.com trace
\includegraphics[width=0.44\textwidth]{figures/weibull_minutes} \includegraphics[width=0.43\textwidth]{figures/flow_cdf_minutes}
(a) PDF (b) CDF

In order to quantify player patience we group each player's connection history into sessions, and consider a session of length $N$ evidence of that player's willingness to reconnect after $N-1$ connections. Figure 1 shows the probability distribution of acceptable reconnections per player. As the figure shows 73% of the players are unwilling to reconnect to the server enough to play even once. One of the reasons players do not reconnect is that game clients have a ``Quick Start'' mechanism that many players use. The mechanism works by downloading a list of candidate servers from the master server and cycling through them one by one until a successful session is established. Thus, such clients may not lack patience, but rather are automatically redirected elsewhere. For the rest of the players, however, 13% are willing to reconnect one time on average with the percentage sharply decreasing on successive reconnects. Aside from the first data point, the rest of the graph represents a client's patience in connecting to our busy server and, not surprisingly, can be fit very closely with a negative exponential distribution. As Figure 1 shows, a negative exponential distribution with parameters $\alpha=0.2677$ and $\beta=-0.5687$ fits the data with a correlation coefficient of 0.998. Players, therefore, exhibit a remarkable degree of impatience with busy game servers.


next up previous
Next: Gamers have short attention Up: Gamers as individuals Previous: Gamers as individuals
2005-08-10