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Epic Fails in LiveOps
James Gwertzman, CEO
January 16, 2017
Silver	lining:
They	used	this	time	to	catch	up	on	content;	might	never	have	
caught	up	if	they	didn’t	get	that	extra	time.
Introduction to PlayFab
Game Manager
Mission	control	for	your	whole	team.	All	the	data	and	tools	you	need	to	
engage,	retain	and	monetize	your	players.
Game Services
Back-end	building	blocks	for	your	live	game.	Storage,	compute,	
commerce,	analytics	and	much,	much	more.
Add-On Marketplace
Pre-integrated	tools	and	services	from	industry-leading	partners.	Reduce	
SDK	fatigue,	with	(mostly)	single-click	access.
PlayStream
The	activity	stream	that	ties	it	all	together.	Events,	triggers,	real-time	
segmentation	to	automate	your	live	ops.
PlayFab is a flexible LiveOps platform for games.
Full-text search for players
• Easily	locate	players
• Search	across	all	player	properties
• Use	wildcard	matches
1/18/17 PlayFab Confidential 7
Player segmentation
• Trigger	actions	as	player	
enter/exit	segments
• Updated	in	real-time
• Set	manually	with	tags
• Use	segments	to	target	
stores,	run	bulk	actions
1/18/17 PlayFab Confidential 8
Create and manage item catalog
• Items	can	have:
– Limited	uses
– An	expiration	time
– Custom	data
– Default	prices	in	multiple	
currencies
– Tags	to	help	organize
• Limited	edition	items	have	
enforced	scarcity
• Catalogs	can	be	imported	/	
exported	as	JSON	data
• Update	catalog	from	server	
dynamically	at	any	time
1/18/17 PlayFab Confidential 9
Item stores
• One	catalog	can	have	multiple	stores
• Stores	can	have	different	prices
• Stores	can	be	targeted	to	different	
player	segments
1/18/17 PlayFab Confidential 10
Time-based leaderboards for tournaments
• Leaderboards	can	be	reset	on	a	fixed	
schedule	(daily,	weekly,	monthly)	or	
manually	at	any	time
• When	leaderboards	reset,	the	list	of	
players	at	the	time	of	the	reset	is	
archived
• Use	leaderboard	standing	at	time	of	
reset	to	issue	prizes,	determine	
tournament	winners
1/18/17 PlayFab Confidential 11
{"PlayerId":"4AC350E4134A36C8","Value":620}
{"PlayerId":"3CC3A4D866D9580A","Value":620}
{"PlayerId":"D15EFFB805045CFA","Value":620}
{"PlayerId":"B8271B32A8035722","Value":620}
{"PlayerId":"B188B845940ED6D3","Value":620}
{"PlayerId":"321DBA3528144483","Value":500}
{"PlayerId":"EA141B9B63B53583","Value":500}
{"PlayerId":"DC01857A8D90B2F5","Value":500}
Host session-based game servers
• Upload	custom	game	server	builds
• Configure	multiplayer	game	modes
• Select	regions	where	servers	should	
be	hosted
• Servers	will	scale	automatically	based	
on	load
1/18/17 PlayFab Confidential 12
Server-hosted JavaScript
• Write	server-based	code	without	a	
dedicated	game	server
• Easy	upload	of	JavaScript	custom	logic
• Make	changes	to	your	game	behavior	
without	requiring	client	updates
• Server	authentication	protects	against	
client-side	cheating
• Access	the	more	powerful	Server	API	(with	
features	not	available	on	the	client)
• GitHub	integration	for	easy	revision	control
1/18/17 PlayFab Confidential 13
Applications	include:
• Granting	player	rewards
• Validating	player	actions
• Resolving	interactions	between	players
• Managing	asynchronous	game	turns
Trigger actions from real-time events
• Trigger	actions	in	response	to	real-
time	events
• Events	can	come	from	client,	
server,	or	third	party	vendors
• Rich	set	of	actions	including	
running	CloudScript or	sending	
push	notifications
1/18/17 PlayFab Confidential 14
Scheduled jobs & bulk player actions
• Schedule	jobs	to	run	in	the	
background
• Run	once,	or	on	a	recurring	basis
• Schedule	now,	or	in	the	future
• Run	tasks	for	each	player	in	a	
segment,	or	for	the	title
1/18/17 PlayFab Confidential 15
Full-text event search
• Filter	and	search	through	recent	
event	history
• Zoom	in	on	specific	time	period
• Look	for	specific	players,	event	
types,	or	error	conditions
1/18/17 PlayFab Confidential 16
Remotely manage game configuration
• Store	game	configuration	on	the	
server	to	modify	behavior	over	time
• Coming	soon:	change	configuration	
based	on	player	segment
1/18/17 PlayFab Confidential 17
More than 1,000 developers w/ 450+ live games
1/18/17
Daily Active Players (2016)
-
500,000	
1,000,000	
1,500,000	
2,000,000	
2,500,000	
3,000,000	
3,500,000	
4,000,000	
4,500,000	
Jan	1
Jan	8
Jan	15
Jan	22
Jan	29
Feb	5
Feb	12
Feb	19
Feb	26
Mar	4
Mar	11
Mar	18
Mar	25
Apr	1
Apr	8
Apr	15
Apr	22
Apr	29
May	6
May	13
May	20
May	27
Jun	3
Jun	10
Jun	17
Jun	24
Jul	1
Jul	8
Jul	15
Jul	22
Jul	29
Aug	5
Aug	12
Aug	19
Aug	26
Sep	2
Sep	9
Sep	16
Sep	23
Sep	30
Oct	7
Oct	14
Oct	21
Oct	28
Nov	4
Nov	11
Nov	18
Nov	25
Dec	2
Dec	9
Dec	16
Dec	23
Dec	30
Tips to running a live service with a small team
• Fully	leverage	the	cloud	and	other	SAAS	services
• Continuous	integration
• Frequent	and	automated	deployment	to	live
• All	engineers	take	turns	being	“on-call”
SAAS services we use to run PlayFab
1/18/17 22
Tools we depend on
Basic API handling architecture
CloudScript Execution
PlayStream event handling
Multiplayer game server hosting & scaling
How the cloud has changed deployments
Scenario A: Successful deployment
Dedicated	
hardware
Cloud
Build	A
Build	A Build	B
Build	BDowntime
How the cloud has changed deployments
Scenario B: Rollback needed
Dedicated	
hardware
Cloud
Build	A
Build	A
Build	B
Build	B
Build	A
Downtime
Thinking about #fails
• Not	all	failure	is	created	equal
• #fails	range	from	praiseworthy	to	blameworthy
• Types	of	failure:
– Failures	in	routine	operations	which	can	be	prevented
– Failures	in	complex	operations	which	can’t	be	avoided,	but	can	
be	managed	so	they	don’t	turn	into	catastrophe
– Unwanted	outcomes	in	research,	which	generate	knowledge
• Goals	with	failure	should	be:
– Detect	early
– Analyze	deeply
– Design	experiments	or	pilots	to	produce	them
• Everyone	on	team	must	feel	safe	admitting	&	reporting	failures
Source:	Strategies	for	Learning	from	Failure.	Harvard	Business	Review.	April	2011.
Our most common sources of failure
• Operator	errors	(e.g.,	mis-configuration)
• Design	errors	(e.g.,	cascading	failures)
• Unexpected	situations	(e.g.,	surprising	customer	actions)
Misconfiguration failure
• Failure:
– Matchmaker	server	was	down	for	13	minutes
• Cause:
– We	have	a	primary	and	a	“hot”	backup
– In	the	primary	fails,	traffic	should	switch	to	backup
– Route	53	was	misconfigured	to	route	traffic	(correctly)	to	
primary,	but	check	health	on	the	backup	(incorrectly)
– When	the	primary	did	finally	fail,	traffic	didn’t	switch
• Solution:
– Short-term:	Fix	the	configuration
– Long-term:	Automate	health—check	integrity
Route	53
(DNS	service)
Matchmaker
Primary
Matchmaker	
Backup
Traffic Health	Check
X
Design failure
• Failure:	2-minute	system-wide	outage
• Cause:
– A	game	was	running	a	test	of	item	consumption
– Design	issue:	calling	”consume”	loaded	entire	inventory
– Result:	100+	requests	for	13K	item	inventory	in	1	minute
– This	blocked	API	servers,	waiting	for	the	database
– Dynamo	DB	then	auto-scaled,	so	calls	unblocked,	leading	API	
servers	to	then	peg	CPU	to	100%	processing	load
– This	meant	servers	stopped	responding	to	health	checks
– Servers	were	all	then	auto-terminated
• Solution:
– Short-term:	we	rolled	back,	which	redeployed	servers
– Long-term:	API	throttles,	paging	data	requests
Complexity failure
• Failure:	ElasticSearch went	down	for	2	days
• Cause:
– AWS	ElasticSearch was	trying	to	scale	our	cluster
– Instead	of	adding	nodes,	it	replaces	them
– This	requires	moving	all	data	from	node	to	node
– They	don’t	throttle	data	moves,	so	CPUs	went	to	100%
– This	triggered	health	check	fails,	and	node	termination
– But	new	nodes	trigger	index	rebalancing,	but	they	were	already	
rebalancing	because	of	the	scaling
– At	one	point	we	were	losing	4	nodes	every	30	minutes
• Solution:
– Short-term	#1:	turn	off	writes	to	catch-up;	not	enough
– Short-term	#2:	spin	up	new	cluster,	aim	writes	at	new	cluster,	
back-fill	w/	data	from	Kinesis	queue
– Long-term:	Move	off	AWS	ES	onto	our	own	ES	cluster;	customize	
configuration	based	on	experience
ES	Writes	/	sec
ES	Delay	in	seconds
Unexpected failure
• Failure:
– Sudden	surge	of	traffic	to	our	doc	site,	resembling	a	DDoS	attack
• Cause:
– Customer	was	pinging	our	doc	site	repeatedly	as	a	“health	check”
– They	ran	a	customer	acquisition	campaign	so	traffic	spiked
– We	saw	these	unusual	queries,	with	a	strange	user	agent	string
– We	assumed	it	was	an	attack,	so	quarantined	that	user	agent	string
– This	had	the	affect	of	taking	down	their	game!
• Solution:
– Restore	their	traffic;	explain	to	developer	why	this	is	a	bad	idea
Other common customer fails
• Not	using	receipt	validation
• “We’ll	wait,	and	if	it’s	successful,	we’ll	invest	in	tools”
• Not	running	events
• Launching	without	real-time	data
Fake receipts are a big problem
0
20,000
40,000
60,000
80,000
100,000
120,000
140,000
160,000
180,000
200,000
Legit	Receipts Fake	Receipts
Why in-game events matter (AdCap)
PlayFab	added	as	backend	platform
Setting up a live event
• Move	art/assets	into	Unity	AssetBundle
• Move	planet	config to	Google	Sheets
• Export	data	to	PlayFab	catalogs
LiveOps depends on tools
How	much	can	you	do	without	writing	code?
The	Live	Ops	Tools	ContinuumWriting	SQL
Hacking	game	DB
Web	tools
Modify	game	params
Questions?
James Gwertzman
james@playfab.com
@gwertz

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Epic Fails in LiveOps

  • 1. Epic Fails in LiveOps James Gwertzman, CEO January 16, 2017
  • 2.
  • 3.
  • 6. Game Manager Mission control for your whole team. All the data and tools you need to engage, retain and monetize your players. Game Services Back-end building blocks for your live game. Storage, compute, commerce, analytics and much, much more. Add-On Marketplace Pre-integrated tools and services from industry-leading partners. Reduce SDK fatigue, with (mostly) single-click access. PlayStream The activity stream that ties it all together. Events, triggers, real-time segmentation to automate your live ops. PlayFab is a flexible LiveOps platform for games.
  • 7. Full-text search for players • Easily locate players • Search across all player properties • Use wildcard matches 1/18/17 PlayFab Confidential 7
  • 8. Player segmentation • Trigger actions as player enter/exit segments • Updated in real-time • Set manually with tags • Use segments to target stores, run bulk actions 1/18/17 PlayFab Confidential 8
  • 9. Create and manage item catalog • Items can have: – Limited uses – An expiration time – Custom data – Default prices in multiple currencies – Tags to help organize • Limited edition items have enforced scarcity • Catalogs can be imported / exported as JSON data • Update catalog from server dynamically at any time 1/18/17 PlayFab Confidential 9
  • 10. Item stores • One catalog can have multiple stores • Stores can have different prices • Stores can be targeted to different player segments 1/18/17 PlayFab Confidential 10
  • 11. Time-based leaderboards for tournaments • Leaderboards can be reset on a fixed schedule (daily, weekly, monthly) or manually at any time • When leaderboards reset, the list of players at the time of the reset is archived • Use leaderboard standing at time of reset to issue prizes, determine tournament winners 1/18/17 PlayFab Confidential 11 {"PlayerId":"4AC350E4134A36C8","Value":620} {"PlayerId":"3CC3A4D866D9580A","Value":620} {"PlayerId":"D15EFFB805045CFA","Value":620} {"PlayerId":"B8271B32A8035722","Value":620} {"PlayerId":"B188B845940ED6D3","Value":620} {"PlayerId":"321DBA3528144483","Value":500} {"PlayerId":"EA141B9B63B53583","Value":500} {"PlayerId":"DC01857A8D90B2F5","Value":500}
  • 12. Host session-based game servers • Upload custom game server builds • Configure multiplayer game modes • Select regions where servers should be hosted • Servers will scale automatically based on load 1/18/17 PlayFab Confidential 12
  • 13. Server-hosted JavaScript • Write server-based code without a dedicated game server • Easy upload of JavaScript custom logic • Make changes to your game behavior without requiring client updates • Server authentication protects against client-side cheating • Access the more powerful Server API (with features not available on the client) • GitHub integration for easy revision control 1/18/17 PlayFab Confidential 13 Applications include: • Granting player rewards • Validating player actions • Resolving interactions between players • Managing asynchronous game turns
  • 14. Trigger actions from real-time events • Trigger actions in response to real- time events • Events can come from client, server, or third party vendors • Rich set of actions including running CloudScript or sending push notifications 1/18/17 PlayFab Confidential 14
  • 15. Scheduled jobs & bulk player actions • Schedule jobs to run in the background • Run once, or on a recurring basis • Schedule now, or in the future • Run tasks for each player in a segment, or for the title 1/18/17 PlayFab Confidential 15
  • 16. Full-text event search • Filter and search through recent event history • Zoom in on specific time period • Look for specific players, event types, or error conditions 1/18/17 PlayFab Confidential 16
  • 17. Remotely manage game configuration • Store game configuration on the server to modify behavior over time • Coming soon: change configuration based on player segment 1/18/17 PlayFab Confidential 17
  • 18. More than 1,000 developers w/ 450+ live games 1/18/17
  • 19. Daily Active Players (2016) - 500,000 1,000,000 1,500,000 2,000,000 2,500,000 3,000,000 3,500,000 4,000,000 4,500,000 Jan 1 Jan 8 Jan 15 Jan 22 Jan 29 Feb 5 Feb 12 Feb 19 Feb 26 Mar 4 Mar 11 Mar 18 Mar 25 Apr 1 Apr 8 Apr 15 Apr 22 Apr 29 May 6 May 13 May 20 May 27 Jun 3 Jun 10 Jun 17 Jun 24 Jul 1 Jul 8 Jul 15 Jul 22 Jul 29 Aug 5 Aug 12 Aug 19 Aug 26 Sep 2 Sep 9 Sep 16 Sep 23 Sep 30 Oct 7 Oct 14 Oct 21 Oct 28 Nov 4 Nov 11 Nov 18 Nov 25 Dec 2 Dec 9 Dec 16 Dec 23 Dec 30
  • 20.
  • 21. Tips to running a live service with a small team • Fully leverage the cloud and other SAAS services • Continuous integration • Frequent and automated deployment to live • All engineers take turns being “on-call”
  • 22. SAAS services we use to run PlayFab 1/18/17 22
  • 24. Basic API handling architecture
  • 27. Multiplayer game server hosting & scaling
  • 28.
  • 29.
  • 30. How the cloud has changed deployments Scenario A: Successful deployment Dedicated hardware Cloud Build A Build A Build B Build BDowntime
  • 31. How the cloud has changed deployments Scenario B: Rollback needed Dedicated hardware Cloud Build A Build A Build B Build B Build A Downtime
  • 32. Thinking about #fails • Not all failure is created equal • #fails range from praiseworthy to blameworthy • Types of failure: – Failures in routine operations which can be prevented – Failures in complex operations which can’t be avoided, but can be managed so they don’t turn into catastrophe – Unwanted outcomes in research, which generate knowledge • Goals with failure should be: – Detect early – Analyze deeply – Design experiments or pilots to produce them • Everyone on team must feel safe admitting & reporting failures Source: Strategies for Learning from Failure. Harvard Business Review. April 2011.
  • 33. Our most common sources of failure • Operator errors (e.g., mis-configuration) • Design errors (e.g., cascading failures) • Unexpected situations (e.g., surprising customer actions)
  • 34. Misconfiguration failure • Failure: – Matchmaker server was down for 13 minutes • Cause: – We have a primary and a “hot” backup – In the primary fails, traffic should switch to backup – Route 53 was misconfigured to route traffic (correctly) to primary, but check health on the backup (incorrectly) – When the primary did finally fail, traffic didn’t switch • Solution: – Short-term: Fix the configuration – Long-term: Automate health—check integrity Route 53 (DNS service) Matchmaker Primary Matchmaker Backup Traffic Health Check X
  • 35. Design failure • Failure: 2-minute system-wide outage • Cause: – A game was running a test of item consumption – Design issue: calling ”consume” loaded entire inventory – Result: 100+ requests for 13K item inventory in 1 minute – This blocked API servers, waiting for the database – Dynamo DB then auto-scaled, so calls unblocked, leading API servers to then peg CPU to 100% processing load – This meant servers stopped responding to health checks – Servers were all then auto-terminated • Solution: – Short-term: we rolled back, which redeployed servers – Long-term: API throttles, paging data requests
  • 36. Complexity failure • Failure: ElasticSearch went down for 2 days • Cause: – AWS ElasticSearch was trying to scale our cluster – Instead of adding nodes, it replaces them – This requires moving all data from node to node – They don’t throttle data moves, so CPUs went to 100% – This triggered health check fails, and node termination – But new nodes trigger index rebalancing, but they were already rebalancing because of the scaling – At one point we were losing 4 nodes every 30 minutes • Solution: – Short-term #1: turn off writes to catch-up; not enough – Short-term #2: spin up new cluster, aim writes at new cluster, back-fill w/ data from Kinesis queue – Long-term: Move off AWS ES onto our own ES cluster; customize configuration based on experience ES Writes / sec ES Delay in seconds
  • 37. Unexpected failure • Failure: – Sudden surge of traffic to our doc site, resembling a DDoS attack • Cause: – Customer was pinging our doc site repeatedly as a “health check” – They ran a customer acquisition campaign so traffic spiked – We saw these unusual queries, with a strange user agent string – We assumed it was an attack, so quarantined that user agent string – This had the affect of taking down their game! • Solution: – Restore their traffic; explain to developer why this is a bad idea
  • 38. Other common customer fails • Not using receipt validation • “We’ll wait, and if it’s successful, we’ll invest in tools” • Not running events • Launching without real-time data
  • 39. Fake receipts are a big problem 0 20,000 40,000 60,000 80,000 100,000 120,000 140,000 160,000 180,000 200,000 Legit Receipts Fake Receipts
  • 40. Why in-game events matter (AdCap) PlayFab added as backend platform
  • 41. Setting up a live event • Move art/assets into Unity AssetBundle • Move planet config to Google Sheets • Export data to PlayFab catalogs
  • 42.
  • 43. LiveOps depends on tools How much can you do without writing code? The Live Ops Tools ContinuumWriting SQL Hacking game DB Web tools Modify game params