World of Warcraft Avatar History Dataset

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From the perspective of game system designers, players' behavior is one of the most important factors they must consider when designing game systems. To gain a fundamental understanding of the game …

From the perspective of game system designers, players' behavior is one of the most important factors they must consider when designing game systems. To gain a fundamental understanding of the game play behavior of online gamers, exploring users' game play time provides a good starting point. This is because the concept of game play time is applicable to all genres of games and it enables us to model the system workload as well as the impact of system and network QoS on users' behavior. It can even help us predict players' loyalty to specific games. In this paper, we present the World ofWarcraft Avatar History (WoWAH) dataset, which comprises the records of 91065 avatars. The data includes the avatars' game play times and a number of attributes, such as their race, profession, current level, and in-game locations, during a 1; 107-day period between Jan. 2006 and Jan. 2009. We believe the WOWAH dataset could be used for various creative purposes, now that it is a public asset of the research community. It is available for free download at http://mmnet.iis.sinica.edu.tw/dl/wowah/.

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  • 1. World of WarcraftAvatar History DatasetYeng-Ting Lee 1Kuan-Ta Chen1Yun-Maw Cheng2Chin-Laung Lei31National Taiwan University2Academia Sinica3Tatung University
  • 2. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Diversity in Game Play Behaviorz zzJust AFK at thesame place,no login/logoutlong time offlinelong consecutivegame play timeNormalAddictive
  • 3. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011MotivationUnderstanding users’ game player behaviorLogin/logout (i.e., game sessions)MovementInvolvement (i.e., level-up)Understanding users’ interactionSame game player behavior in a gangUnderstanding game systems’ workload3
  • 4. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011We Present WOWAH Dataset4
  • 5. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011ContributionsWOWAH DatasetThe most popular MMORPG, World of WarcraftA three-year period dataset from Jan. 2006 to Jan. 2009.Data collection methodologySample use of the datasetPlayer unsubscription predictionFeasibility of server consolidation5
  • 6. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Summary of WOWAH6
  • 7. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011 8World of Warcraft
  • 8. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011 9Data Collection MethodologyCreate a game characterUse the command ‘who’The command asks the gameserver to reply with a list ofplayers who are currentlyonlineWrite a specialized data-collection program (using C#,VBScript, and Lua)
  • 9. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011 10The Limitation of WoW APIWoW returns at most 50 users in one queryWe narrow down our query ranges by dividing all theusers into different races, professions, and levelsLevel: 50+Level: 30~39Level: 40~49MonsterHuman100 users45 users15 users60 users
  • 10. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Data Format11
  • 11. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Basic Statistics12
  • 12. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Subscription Time13
  • 13. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Daily Game Play Activities14
  • 14. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Workload Analysis• The number ofplayers constantlyfluctuates between 0– 600 in each day.• High daily variability• Strong weekly anddaily periodicity• Highly predictablebased on the lasthour• Prediction power isstill high overadjacent weeksVariability Regularity Predictability
  • 15. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Player UnsubscriptionPredictionPin-Yun Tarng, Kuan-Ta Chen, and Polly HuangACM NetGames 2009 PosterSample study #1
  • 16. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011 17Unsubscription Prediction: Our ProposalRationale: players’ satisfaction / enthusiasm / addictionto a game is embedded in her game play historyQuit in30 days?QuitStayLoginhistoryJan Feb Mar Apr May Jun July Aug Sep Oct Nov Dec 2007Subscription time
  • 17. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Prediction Accuracy18
  • 18. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Is Server ConsolidationBeneficial to MMOG?Yeng-Ting Lee and Kuan-Ta ChenIEEE CLOUD 2010Sample study #2
  • 19. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Server Consolidation… is an approach to the efficient usage of computer serverresources in order to reduce the total number of servers.… in response to the problem of server sprawl, a situation inwhich multiple, under-utilized servers take up more space andconsume more resources than can be justified by their workload.
  • 20. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011MotivationsCost downHardware investment (servers, network devices,cooling, space)Administration (labor) costsEnergy savingElasticity & AgilityEquipment sharing among different game shards andeven game titles
  • 21. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Server Consolidation is good to MMORPGs:3 ReasonsSpatial locality property in players’ interaction naturally partitionableWorkload is highly variable but predictable potential to aggregate workload in off-peak periodsOperators normally run multiple games possibility to share infrastructure
  • 22. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Simulation SetupAn operator owns s = 100 servers hosting r = 100 realms of a gameEach realm contains r = 83 zonesSupposing that a server is capable of serving 7, 500 avatarsModeling the avatar number in a realm as a normal distribution with mean2640 and standard deviation 1500, which is derived from the data set onWarcraft Census and Wow DatabaseThe avatar number in a zone is normalized using our traces from the TW-Light’sHope realm
  • 23. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Summary of PerformanceServer investment can be saved up to 52% whileenergy consumption can be reduced by 62% Server consolidation is beneficial to MMOGs
  • 24. World of Warcraft Avatar History Dataset / ACM Multimedia Systems 2011Use the WOWAH Dataset,Luke!Thank You!