The Effects of Delay on Moving Target Selection in Real-Time Games

On Models for Game Input with
Delay – Moving Target Selection
with a Mouse
Mark Claypool
In 
Proceedings 
of the IEEE International
Symposium on Multimedia (ISM
),
Invited Paper,
 
San Jose, California, USA
,
December 11-13, 2016
Introduction
Real-time games sensitive to delay
Even milliseconds of delay impacts 
player
performance
 and 
quality of experience 
(QoE)
Mitigate with 
delay compensation 
(e.g.,
time warp, player prediction, dead
reckoning …)
But 
when
 to apply (what player actions)?
And 
how
 effective?
Need research to better understand
effects of delay on games
2
[Claypool, 2006]
[Bernier, 2001]
Research in Games and Delay
3
Effect of
delay on
games?
Research in Games and Delay
4
UT
Quake
Warcraft
EverQuest
Research
Game Genres
Effect of
delay on
games?
[Amin, 2013]
[Armitage, 2003]
[Chen, 2006]
[Claypool, 2005]
[Beigbeder, 2004]
Research in Games and Delay
5
UT
Quake
Warcraft
EverQuest
Target
Selection
[
Fitts’ Law
]
Moving
Target
Selection
Research
Target
Selection
w/Delay
Game Genres
Input Types
Research
Effect of
delay on
games?
[Hajri, 2011]
[MacKenzie, 1992]
[Raeen, 2011]
[Hoffman, 2012]
[Brady, 2015]
Fitts’ Law
6
http://www.yorku.ca/mack/hci1992-f1.jpg
[Fitts, 1954]
Time to
select target
Fitts’ Law
7
[Fitts, 1954]
Time to
select target
Fitts’ Law
8
Index of
difficulty
Constant
(determined
empirically)
Time to
select target
Gap
distance
Width
Robust under many conditions: 
limbs
 (hands, feet, lips, head-mounted
sight, eye gaze), 
input devices 
(mouse, stylus), 
environments
 (e.g.,
underwater), and 
users
 (young, old, special needs, impaired).
[Fitts, 1954]
Limitations of Fitts’ Law
One dimension 
 
2 dimensions
Change “effective width”
Target shape mostly irrelevant
Stationary target 
 
moving
 target
Add speed to index of difficulty
Time linear 
or
 exponential with speed
No added delay 
 
transmission delay
Time linear with delay
Missing? 
 
2d
, 
moving target
, with 
delay
Problem statement: 
Measure and model the effects of
delay on moving target selection with a mouse
9
[MacKenzie, 1992]
Why Moving Target Selection with
Mouse?
10
Outline
Introduction
     
(
done
)
Methodology
     
(
next
)
Results
Conclusion
11
Methodology
1.
Develop game
Focus player action on target selection
Enables controlled delay
2.
Conduct user study
3.
Analyze results
Graphs
Model
12
Puck Hunt 
The Game of Moving Target Selection
13
Time to select puck
with mouse
Puck Hunt 
The Game of Moving Target Selection
Time to select puck
with mouse
5 iterations
1 QoE for each combo
14
Testing Lab
Window-less computer
lab, fluorescent lilghting
Computers: PCs, i7 GHz,
4 GB graphics, 16 GB
RAM
Monitors: 24” LCD,
1920x1200
Users via email,
participant pool and
$25 raffle for gift card
15
Measuring Base (Local) Delay
Base system  delay
shown to be significant
16
[Raaen, 2015]
Measuring Base (Local) Delay
Base system  delay
shown to be significant
Our system
: 100
milliseconds base delay
Added to all analysis
17
[Raaen, 2015]
Outline
Introduction
     
(
done
)
Methodology
     
(
done
)
Results
      
(
next
)
Selection time measurement
Selection time model
Additional analysis
Comparison with other games
Conclusion
18
Results
32 users
Ages 18-26 (mean 
21 years
)
23 Male, 8 female, 1 unspecified
Mean self-rating (1-5) as gamer is 
3.6
Play 
6+ hours 
of games per week
19
Selection Time versus Delay – Measurement
20
Exponential with delay
Low delays, speed doesn’t matter
High delays, speed makes it even harder
Selection Time versus Speed – Measurement
21
Mostly linear with speed
Somewhat non-linear at high delay
Selection Time versus Delay – Model
Time to select
target
Exponential
with delay
Exponential
with speed
speed-delay
interaction term
Selection Time versus Delay – Model
R
2
 
0.97
F-stat 
328
p < 
2.2 × 10
-16
Selection Time versus Delay – By Skill
24
Delay effects all skill levels
Low skill most impacted, high skill least impacted
Mouse Clicks versus Delay
25
Users “miss” more at high speeds
May want combined model for gamer performance
Comparison with Commercial Games
26
Trends for Puck Hunt similar
Suggests results hold for other games
[Beigbeder, 2004]
Comparison with Commercial Games
27
Most closely follows first-person avatar perspective model
Similar to cloud games 
[Claypool, 2015]
[Claypool, 2006]
Quality of Experience
28
Linear/logarithmic decrease
Independent of speed
Discussion
Hoffman [5] suggests target selection time linear with delay
Our curvature suggests exponential
His covers broader range, “stop and wait”
Jagacinski [18] suggests target selection time linearly with
speed, Hoffman [19] suggests exponential
Both right.  Low delay linear, high delay exponential
Brady [13] QoE decreases with delay
Our results confirm
Our model constants hold for target size (100 px), screen
resolution (1920x1080)
Other settings have other constants
Cloud games delay mouse and click (as in Puck Hunt), but
traditional games delay only click
29
Conclusion
Need to better
understand delay on
game actions/input
Latency compensation 
and
game design 
that is
resilient to delay
We measure and model
target selection with a
delayed mouse
Game and user study
(30+) with delays from
100-500 ms and 3 target
speeds
30
 
Conclusion
Need to better understand
delay on game
actions/input
Latency compensation and
game design that is resilient
to delay
We measure and model
target selection with a
delayed mouse
Game and user study (30+)
with delays from 100-500
ms and 3 target speeds
Increase in selection time
even for low delays (under
200 ms)
Sharp increase in selection
time for higher delays (300+
ms)
Even sharper increase in
selection time for fast
targets (450 px/s)
QoE sensitive to even slight
delays (100 ms)
Model with exponential
terms for speed, delay and
combined term fits well
31
Future Work
Other model components (e.g., player skill)
Other perspectives (e.g., first person)
Other game actions (e.g., avatar movement )
Other input (e.g., thumbstick, buttons)
32
Acknowledgements
Marco Duran and Matthew Thompson
Measuring base delay
Conducting user study
Ragnhild Eg and Kjetil Raaen
Initial Puck Hunt version
Experimental design
33
On Models for Game Input with
Delay – Moving Target Selection
with a Mouse
Mark Claypool
In 
Proceedings 
of the IEEE International
Symposium on Multimedia (ISM
),
Invited Paper,
 
San Jose, California, USA
,
December 11-13, 2016
Slide Note

Mark Claypool. On Models for Game Input with Delay - Moving Target Selection with a Mouse, In Proceedings of the IEEE International Symposium on Multimedia (ISM)(Invited Paper), San Jose, California, USA, December 11-13, 2016. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-ism/

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Real-time games are highly sensitive to even milliseconds of delay, impacting player performance and quality of experience. This research explores the use of delay compensation techniques to mitigate these effects, focusing on moving target selection with a mouse. The study aims to measure and model the impact of delay on player actions and game interactions, considering factors such as time warp, player prediction, and dead reckoning strategies. By investigating the influence of delay on moving targets, this research contributes to enhancing player QoE in gaming environments.

  • Real-time games
  • Delay compensation
  • Moving target selection
  • Player performance
  • Game interaction

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  1. On Models for Game Input with Delay Moving Target Selection with a Mouse Mark Claypool In Proceedings of the IEEE International Symposium on Multimedia (ISM), Invited Paper, San Jose, California, USA, December 11-13, 2016

  2. Introduction Real-time games sensitive to delay Even milliseconds of delay impacts player performance and quality of experience (QoE) Mitigate with delay compensation (e.g., time warp, player prediction, dead reckoning ) But when to apply (what player actions)? And how effective? Need research to better understand effects of delay on games [Claypool, 2006] [Bernier, 2001] 2

  3. Research in Games and Delay Effect of delay on games? 3

  4. Research in Games and Delay Game Genres [Armitage, 2003] [Beigbeder, 2004] Research UT Warcraft EverQuest [Chen, 2006] [Claypool, 2005] Quake Effect of delay on games? [Amin, 2013] 4

  5. Research in Games and Delay Game Genres Research UT Warcraft EverQuest Quake Effect of delay on games? [Hajri, 2011] [MacKenzie, 1992] Research [Raeen, 2011] Target Selection w/Delay Moving Target Selection Target Selection [Fitts Law] [Hoffman, 2012] [Brady, 2015] Input Types 5

  6. Fitts Law [Fitts, 1954] Time to select target 6 http://www.yorku.ca/mack/hci1992-f1.jpg

  7. Fitts Law [Fitts, 1954] Time to select target 7

  8. Fitts Law [Fitts, 1954] Gap distance Width Time to select target Constant (determined empirically) Index of difficulty Robust under many conditions: limbs (hands, feet, lips, head-mounted sight, eye gaze), input devices (mouse, stylus), environments (e.g., underwater), and users (young, old, special needs, impaired). 8

  9. Limitations of Fitts Law One dimension 2 dimensions Change effective width Target shape mostly irrelevant Stationary target moving target Add speed to index of difficulty Time linear or exponential with speed No added delay transmission delay Time linear with delay Missing? 2d, moving target, with delay [MacKenzie, 1992] [Jacacinski, 1980] [Hoffman, 1991] [Hoffman, 2012] [Brady, 2015] Problem statement: Measure and model the effects of delay on moving target selection with a mouse 9

  10. Why Moving Target Selection with Mouse? [Call of Duty, Activision, 2003] [Duck Hunt, Nintendo, 1984] 10 [League of Legends, Riot Games, 2009]

  11. Outline Introduction Methodology Results Conclusion (done) (next) 11

  12. Methodology 1. Develop game Focus player action on target selection Enables controlled delay 2. Conduct user study 3. Analyze results Graphs Model 12

  13. Puck Hunt The Game of Moving Target Selection Time to select puck with mouse 13

  14. Puck Hunt The Game of Moving Target Selection Time to select puck with mouse 5 iterations 1 QoE for each combo 14

  15. Testing Lab Window-less computer lab, fluorescent lilghting Computers: PCs, i7 GHz, 4 GB graphics, 16 GB RAM Monitors: 24 LCD, 1920x1200 Users via email, participant pool and $25 raffle for gift card 15

  16. Measuring Base (Local) Delay Base system delay shown to be significant [Raaen, 2015] 16

  17. Measuring Base (Local) Delay Base system delay shown to be significant [Raaen, 2015] Our system: 100 milliseconds base delay Added to all analysis 17

  18. Outline Introduction Methodology Results Selection time measurement Selection time model Additional analysis Comparison with other games Conclusion (done) (done) (next) 18

  19. Results 32 users Ages 18-26 (mean 21 years) 23 Male, 8 female, 1 unspecified Mean self-rating (1-5) as gamer is 3.6 Play 6+ hours of games per week 19

  20. Selection Time versus Delay Measurement Exponential with delay Low delays, speed doesn t matter High delays, speed makes it even harder 20

  21. Selection Time versus Speed Measurement Mostly linear with speed Somewhat non-linear at high delay 21

  22. Selection Time versus Delay Model Time to select target Exponential with delay Exponential with speed speed-delay interaction term

  23. Selection Time versus Delay Model R2 0.97 F-stat 328 p < 2.2 10-16

  24. Selection Time versus Delay By Skill Delay effects all skill levels Low skill most impacted, high skill least impacted 24

  25. Mouse Clicks versus Delay Users miss more at high speeds May want combined model for gamer performance 25

  26. Comparison with Commercial Games [Beigbeder, 2004] Trends for Puck Hunt similar Suggests results hold for other games 26

  27. Comparison with Commercial Games [Claypool, 2006] Most closely follows first-person avatar perspective model Similar to cloud games [Claypool, 2015] 27

  28. Quality of Experience Linear/logarithmic decrease Independent of speed 28

  29. Discussion Hoffman [5] suggests target selection time linear with delay Our curvature suggests exponential His covers broader range, stop and wait Jagacinski [18] suggests target selection time linearly with speed, Hoffman [19] suggests exponential Both right. Low delay linear, high delay exponential Brady [13] QoE decreases with delay Our results confirm Our model constants hold for target size (100 px), screen resolution (1920x1080) Other settings have other constants Cloud games delay mouse and click (as in Puck Hunt), but traditional games delay only click 29

  30. Conclusion Need to better understand delay on game actions/input Latency compensation and game design that is resilient to delay We measure and model target selection with a delayed mouse Game and user study (30+) with delays from 100-500 ms and 3 target speeds 30

  31. Conclusion Need to better understand delay on game actions/input Latency compensation and game design that is resilient to delay We measure and model target selection with a delayed mouse Game and user study (30+) with delays from 100-500 ms and 3 target speeds Increase in selection time even for low delays (under 200 ms) Sharp increase in selection time for higher delays (300+ ms) Even sharper increase in selection time for fast targets (450 px/s) QoE sensitive to even slight delays (100 ms) Model with exponential terms for speed, delay and combined term fits well 31

  32. Future Work Other model components (e.g., player skill) Other perspectives (e.g., first person) Other game actions (e.g., avatar movement ) Other input (e.g., thumbstick, buttons) 32

  33. Acknowledgements Marco Duran and Matthew Thompson Measuring base delay Conducting user study Ragnhild Eg and Kjetil Raaen Initial Puck Hunt version Experimental design 33

  34. On Models for Game Input with Delay Moving Target Selection with a Mouse Mark Claypool In Proceedings of the IEEE International Symposium on Multimedia (ISM), Invited Paper, San Jose, California, USA, December 11-13, 2016

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