How Eve Online Leverages Head Based Sampling to Observe "Fun"

Abstract

A unique pattern in video game software is real-time interactions to express the personality of users.

Here we will talk about how we instrument the universe of New Eden to identify the traffic that matters, even the "fun" parts!

We'll explore how we achieve performant observability in a 20 year old legacy system running along side modern technologies:

  • 100% Head base sampling ecosystem
  • Blend of dynamic and deterministic sampling techniques
  • The blessing and curse that is the Exponential Moving Average (EMA)
  • Observing "fun" without breaking the bank

Speaker

Nicholas Herring

Technical Director, Eve Online @CCP Games, Refiner of Internet Spaceships and Explorer of Feral Gordian Knots of Python

With over twenty years combined across military and commercial application of video game technologies, Nicholas has built patented distributed system technologies which bridge military tactical networks and real-time game engine simulation networks. In addition to running multiple research and development projects surrounding real-time human bioinformatics, he has also delivered multiple game titles running at cloud scale. Currently applying this experience to modernizing imaginary spaceships for Eve Online.

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Date

Tuesday Mar 17 / 11:45AM GMT ( 50 minutes )

Location

Windsor (5th Fl.)

Topics

Distributed Tracing sampling legacy systems video games real-time systems

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