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  #1  
Old 03-24-2016, 04:27 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Crono View Post
That would only work if the server was reliable and consistent. After this maintenance it will be interesting to see how it performs.
Not if you make the threshold a statistical variable based on a running sample of the latency and packet loss of randomly selected players.
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Old 03-24-2016, 04:37 PM
Crono Crono is offline
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Originally Posted by jake13jake View Post
Not if you make the threshold a statistical variable based on a running sample of the latency and packet loss of randomly selected players.
bro i only speak english
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  #3  
Old 03-24-2016, 05:26 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Crono View Post
bro i only speak english
Packet loss: the amount of data being sent between the game server and the game client the fails to reach its destination. This is high when you see something like someone on one side of the spar ring suddenly appear on the other side of the spar ring. I don't know if Graal provides a means of measuring packet loss.

Latency: the time it takes for data to be sent between the game server and the client. This is high when you see things like a player having to swing where the other person is going rather than where they are.

Running Random Sample of Packet Loss and Latency: making random measures of packet loss and latency (e.g. check lag of one randomly selected player, the lag of another randomly selected player, and so on) over time to create an unbiased data set, using the sum of the data to account for natural variation in lag.

From that random data sample, you can create variable thresholds for ping and packet loss, which you can then set to a value such that a player exceeding that threshold and being unable to spar (or kicked from spar) would occur 5% of the time if the threshold were to be applied to the players in the random sample (the 5% spec can be raised or lowered). I have a weighted reservoir sampling algorithm that I posted to Graalians that could be used for the sampling.

So you have that threshold that's calculated from the sampling, call it A. You also have a threshold where it stops being a major issue (e.g. average 350ms ping), call it B. When A < B (e.g. A=20ms; B=350ms), then threshold B applies. Otherwise if A > B (e.g. A=450ms; B=350ms) threshold A applies.

Does that make more sense?

Here's a screenshot of a spreadsheet I made to help illustrate the logic.

Click image for larger version

Name:	lag-sampling-example.png
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Last edited by jake13jake; 03-24-2016 at 06:23 PM.. Reason: Adding attachment example
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  #4  
Old 03-25-2016, 10:07 AM
unixmad unixmad is offline
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Hello,

I can confirm we have spend time to study latency problems.

The way to improve latency is to put servers more close to players, that's why most of our server are in the center of the Usa since most of our customer base is in Usa. So if you are located in Asia or Even some part of Europe latency can be quite bad.

For some of the top servers we have tried to improve network latency with special routing technics, we are using our own pipes to make packets travel for exemple between Europe and the Usa servers. We can't use the same technics for playerworld for exemple, because it's very costly to setup this.

Another solution is to allow pear to pear communication between players, it will improve gameplay if players are in the same area.

The main problem is we always have to make a tradeoff between protecting against client modification, proxy server, ddos, hacking and making the gameplayer more enjoyable for everyone. Because of a few people focusing in bothering others we have to limit everyone to use some nice features, this is unfortunately how life is going for to many stuff, some are working to make life of everyone better some others are focusing on getting fun destroying what other create.

In the forthcoming weeks we will release a new network, it should improve network latency for most of our players. If you have any issue with a server or network latency you can contact [email protected] so we watch at it.


Quote:
Originally Posted by jake13jake View Post
Packet loss: the amount of data being sent between the game server and the game client the fails to reach its destination. This is high when you see something like someone on one side of the spar ring suddenly appear on the other side of the spar ring. I don't know if Graal provides a means of measuring packet loss.

Latency: the time it takes for data to be sent between the game server and the client. This is high when you see things like a player having to swing where the other person is going rather than where they are.

Running Random Sample of Packet Loss and Latency: making random measures of packet loss and latency (e.g. check lag of one randomly selected player, the lag of another randomly selected player, and so on) over time to create an unbiased data set, using the sum of the data to account for natural variation in lag.

From that random data sample, you can create variable thresholds for ping and packet loss, which you can then set to a value such that a player exceeding that threshold and being unable to spar (or kicked from spar) would occur 5% of the time if the threshold were to be applied to the players in the random sample (the 5% spec can be raised or lowered). I have a weighted reservoir sampling algorithm that I posted to Graalians that could be used for the sampling.

So you have that threshold that's calculated from the sampling, call it A. You also have a threshold where it stops being a major issue (e.g. average 350ms ping), call it B. When A < B (e.g. A=20ms; B=350ms), then threshold B applies. Otherwise if A > B (e.g. A=450ms; B=350ms) threshold A applies.

Does that make more sense?

Here's a screenshot of a spreadsheet I made to help illustrate the logic.

Attachment 55890
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  #5  
Old 03-25-2016, 04:55 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by unixmad View Post
Hello,
Another solution is to allow pear to pear communication between players, it will improve gameplay if players are in the same area.
I thought that in France it was called Pierre to Pierre?
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  #6  
Old 03-28-2016, 06:01 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by unixmad View Post
Hello,

I can confirm we have spend time to study latency problems.

The way to improve latency is to put servers more close to players, that's why most of our server are in the center of the Usa since most of our customer base is in Usa. So if you are located in Asia or Even some part of Europe latency can be quite bad.
Many players manipulate their internet traffic to establish an unfair advantage.

Google Translate: De nombreux joueurs manipulent leur trafic Internet pour établir un avantage injuste.

-----

It may be worthwhile to partition competitive activity into regions if international latency remains an issue.

Google Translate: Il peut être intéressant de répartir l'activité concurrentielle dans des régions si la latence internationale demeure un problème.
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  #7  
Old 03-30-2016, 10:36 AM
unixmad unixmad is offline
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I think the best way to explain what I am thinking reading your message will be a picture of my hand, so you don't have to use Google translator.

Quote:
Originally Posted by jake13jake View Post
Many players manipulate their internet traffic to establish an unfair advantage.

Google Translate: De nombreux joueurs manipulent leur trafic Internet pour établir un avantage injuste.

-----

It may be worthwhile to partition competitive activity into regions if international latency remains an issue.

Google Translate: Il peut être intéressant de répartir l'activité concurrentielle dans des régions si la latence internationale demeure un problème.
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  #8  
Old 03-30-2016, 12:53 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by jake13jake View Post
Many players manipulate their internet traffic to establish an unfair advantage.

Google Translate: De nombreux joueurs manipulent leur trafic Internet pour établir un avantage injuste.

-----

It may be worthwhile to partition competitive activity into regions if international latency remains an issue.

Google Translate: Il peut être intéressant de répartir l'activité concurrentielle dans des régions si la latence internationale demeure un problème.
Quote:
Originally Posted by unixmad View Post
I think the best way to explain what I am thinking reading your message will be a picture of my hand, so you don't have to use Google translator.
Massokre .

(to be fair I once sent French and German translations to Stephane and Stefan, but they were written by French and German speakers)
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  #9  
Old 03-30-2016, 09:08 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by unixmad View Post
I think the best way to explain what I am thinking reading your message will be a picture of my hand, so you don't have to use Google translator.
I was of the impression that your original response was a misunderstanding because of a language barrier, so I attempted to make additional effort to clarify. Meanwhile, I'm trying to think of all the ways I can interpret your most recent response as not being condescending, and I am simultaneously hoping that my interpretation is because of a language barrier. What do you mean by picture of your hand?

Also, in turn, if my response came off as condescending, I apologize. It was not my intention.

Last edited by jake13jake; 03-30-2016 at 09:34 PM..
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