F# in Social GamingF# in Social Gaming
Yan Cui (@theburningmonk)
agenda
Hi, my name is Yan Cui.
1MILLION USERS
ACTIVE
DAILY
250MILLION DAY
PER
REQUEST
why F#?
time to market
correctness
efficient
tame complexity
Implementing
a slots
engine
Collectables
Wager Size
Special Symbol
Avg Wager Size
Web Server call
• Line Win!
– X number of matching symbols on adjacent columns!
– Positions have to be a ‘line’!
– Wild symbols substitute for other symbols!
!
• Scatter Win!
– X number of matching symbols anywhere!
– Triggers bonus game
What symbols should land?!
Any special symbol wins?!
Did the player win anything?
What the player’s new
average wager?
Should the player receive
collectables?
type Symbol = Standard! of string!
! ! ! | Wild
type Symbol = Standard! of string!
! ! ! | Wild
e.g.! Standard “hat”!
! Standard “shoe”!
! Standard “bonus”!
! …
type Symbol = Standard! of string!
! ! ! | Wild
i.e.! Wild
!
!
!
type Win = LineWin of int * Symbol * int!
! | ScatterWin of Symbol * int
!
!
!
type Win = LineWin of int * Symbol * int!
! | ScatterWin of Symbol * int
e.g.! LineWin (5, Standard “shoe”, 4)
!
!
!
type Win = LineWin of int * Symbol * int!
! | ScatterWin of Symbol * int
e.g.! ScatterWin (Standard “bonus”, 3)
type LineNum = int!
type Count! = int!
!
type Win = LineWin of LineNum * Symbol * Count!
! | ScatterWin of Symbol * Count
type LineNum = int!
type Count! = int!
!
type Win = LineWin of LineNum * Symbol * Count!
! | ScatterWin of Symbol * Count
e.g.! LineWin (5, Standard “shoe”, 4)
type LineNum = int!
type Count! = int!
!
type Win = LineWin of LineNum * Symbol * Count!
! | ScatterWin of Symbol * Count
e.g.! ScatterWin (Standard “bonus”, 3)
make invalid states
unrepresentable
NASA orbiter crashed
because one engineer
accidentally used miles
instead of kilometres
you’re never too smart
to make mistakes
[<Measure>]!
type Pence
e.g.! 42<Pence>!
! 153<Pence>!
! …
10<Meter> / 2<Second> ! = 5<Meter/Second>!
10<Meter> * 2<Second> ! = 20<Meter Second> !
10<Meter> + 10<Meter> ! = 20<Meter>!
10<Meter> * 10! ! ! = 100<Meter>!
10<Meter> * 10<Meter> ! = 100<Meter2>!
10<Meter> + 2<Second> ! // error!
10<Meter> + 2 ! ! ! // error
10<Meter> / 2<Second> ! = 5<Meter/Second>!
10<Meter> * 2<Second> ! = 20<Meter Second> !
10<Meter> + 10<Meter> ! = 20<Meter>!
10<Meter> * 10! ! ! = 100<Meter>!
10<Meter> * 10<Meter> ! = 100<Meter2>!
10<Meter> + 2<Second> ! // error!
10<Meter> + 2 ! ! ! // error
type Wager = int64<Pence>!
type Multiplier = int!
!
type Payout = Coins! of Wager!
! ! | MultipliedCoins of Multiplier * Wager!
! ! | Multi! of Payout list!
! ! | BonusGame
type Wager = int64<Pence>!
type Multiplier = int!
!
type Payout = Coins! of Wager!
! ! | MultipliedCoins of Multiplier * Wager!
! ! | Multi! of Payout list!
! ! | BonusGame
type Wager = int64<Pence>!
type Multiplier = int!
!
type Payout = Coins! of Wager!
! ! | MultipliedCoins of Multiplier * Wager!
! ! | Multi! of Payout list!
! ! | BonusGame
type State = !
{!
AvgWager! : Wager!
SpecialSymbol : Symbol!
Collectables : Map<Collectable, Count>!
}
New avg wager Got a Collectable!
A pay line win!
Betting small reduces avg wager!
Bonus Game!
type MonopolyBoardSpace = !
| RailRoad! ! of bool!
| Property! ! of int!
| ElectricCompany! of bool!
| WaterCompany! of bool!
| Chance! | CommunityChest!
| GotoJail! | Jail!
| FreeParking! | Go
type MonopolyBoardSpace = !
| RailRoad! ! of bool!
| Property! ! of int!
| ElectricCompany! of bool!
| WaterCompany! of bool!
| Chance! | CommunityChest!
| GotoJail! | Jail!
| FreeParking! | Go
type MonopolyBoardSpace = !
| RailRoad! ! of bool!
| Property! ! of int!
| ElectricCompany! of bool!
| WaterCompany! of bool!
| Chance! | CommunityChest!
| GotoJail! | Jail!
| FreeParking! | Go
type MonopolyBoardSpace = !
| RailRoad! ! of bool!
| Property! ! of int!
| ElectricCompany! of bool!
| WaterCompany! of bool!
| Chance! | CommunityChest!
| GotoJail! | Jail!
| FreeParking! | Go
[<Measure>]!
type Position!
!
type MonopolyBoard =!
{!
Spaces : MonopolyBoardSpace [ ]!
}!
member this.Item with !
get (pos : int<Position>) =!
this.Spaces.[int pos]
[<Measure>]!
type Position!
!
type MonopolyBoard =!
{!
Spaces : MonopolyBoardSpace [ ]!
}!
member this.Item with !
get (pos : int<Position>) = !
this.Spaces.[int pos]
And a pay line win!
Coin size brought over
from main game
Houses = multiplier on wins
GAME OVER
Collected in the bonus game.
Gives player extra ‘lives’.
type BonusGameState =!
{!
Board ! : MonopolyBoard!
Position ! : int<Position>!
Lives ! : int<Life>!
Doubles! : int<Double>!
CoinSize! : Wager!
TotalWin! : Wager!
}
Coin size brought over
from main game
type BonusGameState =!
{!
Board ! : MonopolyBoard!
Position ! : int<Position>!
Lives ! : int<Life>!
Doubles! : int<Double>!
CoinSize! : Wager!
TotalWin! : Wager!
}
And a pay line win!
Houses = multiplier on wins
type BonusGameState =!
{!
Board ! : MonopolyBoard!
Position ! : int<Position>!
Lives ! : int<Life>!
Doubles! : int<Double>!
CoinSize! : Wager!
TotalWin! : Wager!
}
Collected in the bonus game.
Gives player extra ‘lives’.
type BonusGameState =!
{!
Board ! : MonopolyBoard!
Position ! : int<Position>!
Lives ! : int<Life>!
Doubles! : int<Double>!
CoinSize! : Wager!
TotalWin! : Wager!
}
0<Position>
let jail = 6<Position>
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| RailRoad true ! -> awardRailRoadMultiplier state!
| Property n when n > 0 -> awardPropertyMultiplier n state!
| ElectricityCompany true!
| WaterCompany true -> awardUtilityMultiplier state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
…!
| CommunityChest! -> playCommunityChestCard state!
| Chance ! ! -> playChanceCard state!
…
let rec move newPos state =!
match state.Board.[newPos] with!
| RailRoad true ! -> awardRailRoadMultiplier state!
| Property n when n > 0 -> awardPropertyMultiplier n state!
| ElectricityCompany true!
| WaterCompany true -> awardUtilityMultiplier state!
| CommunityChest! -> playCommunityChestCard state!
| Chance ! ! -> playChanceCard state!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
| _ ! ! ! -> state
let rec move newPos state =!
match state.Board.[newPos] with!
| RailRoad true ! -> awardRailRoadMultiplier state!
| Property n when n > 0 -> awardPropertyMultiplier n state!
| ElectricityCompany true!
| WaterCompany true -> awardUtilityMultiplier state!
| CommunityChest! -> playCommunityChestCard state!
| Chance ! ! -> playChanceCard state!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
| _ ! ! ! -> state
let rec move newPos state =!
match state.Board.[newPos] with!
| RailRoad true ! -> awardRailRoadMultiplier state!
| Property n when n > 0 -> awardPropertyMultiplier n state!
| ElectricityCompany true!
| WaterCompany true -> awardUtilityMultiplier state!
| CommunityChest! -> playCommunityChestCard state!
| Chance ! ! -> playChanceCard state!
| GotoJail when state.Lives = 0<Life> -> !
! move jail state |> gameOver!
| GotoJail ! ! -> move jail state!
| _ ! ! ! -> state
Recap
lightweight syntax to
create types and
hierarchies
great for domain
modelling
make invalid states
unrepresentable
clear, concise way to
handle branching
better correctness
order of magnitude
increase in productivity
Stateful
Server
player states are big
Stateless Server DatabaseClient
1:1 read-write ratio
stateless = !
Inefficient & Expensive
ServerClient
Session 1
Session 2
ServerClient Database
Elastic Load Balancer
S3
Auto scaling Group
Server A Server B
...
EC2
CloudFront
Stateful Server
The Actor Model
An actor is the fundamental unit of computation
which embodies the 3 things!
• Processing!
• Storage!
• Communication!
that are essential to computation.!
!
-Carl Hewitt*
* http://bit.ly/HoNHbG
The Actor Model
• Everything is an actor!
• An actor has a mailbox!
• When an actor receives a message it can:!
– Create new actors!
– Send messages to actors!
– Designate how to handle the next message
Stateful Server
• Gatekeeper!
– Manages the local list of active workers!
– Spawns new workers!
!
• Worker!
– Manages the states for a player!
– Optimistic locking!
– Persist state after period of inactivity
Stateful Server
Game Server
Player A
Player B
S3
Worker C
Worker B
Gatekeeper
RequestHandlers
Asynchronous
Stateful Server
Game Server
Worker C
Worker B
Gatekeeper
Worker A
ok
RequestHandlers
Player A
Player B
Asynchronous
S3
Stateful Server
Game Server
S3
Worker C
Worker B
Gatekeeper
Worker A
RequestHandlers
Player A
Player B
Asynchronous
Stateful Server
Game Server
S3
Worker C
Gatekeeper
Worker A
RequestHandlers
Player A
Player B
Asynchronous
Stateful Server
Game Server
Worker C
Worker A
Gatekeeper
error
RequestHandlers
Player A
Player B
S3
Asynchronous
type Agent<‘T> = MailboxProcessor<‘T>!
!
!
!
type Agent<‘T> = MailboxProcessor<‘T>!
!
type Message = !
| Get of AsyncReplyChannel<…>!
| Put of State * Version * AsyncReplyChannel<…>
type Agent<‘T> = MailboxProcessor<‘T>!
!
type Message = !
| Get of AsyncReplyChannel<…>!
| Put of State * Version * AsyncReplyChannel<…>
type Result<‘T> =!
| Success! of ’T!
| Failure! of Exception!
!
!
!
type Result<‘T> =!
| Success! of ’T!
| Failure! of Exception!
!
type GetResult = Result<State * Version>!
type PutResult = Result<unit>!
type Agent<‘T> = MailboxProcessor<‘T>!
!
type Message = !
| Get of AsyncReplyChannel<GetResult>!
| Put of State * Version * AsyncReplyChannel<PutResult>
type Agent<‘T> = MailboxProcessor<‘T>!
!
type Message = !
| Get of AsyncReplyChannel<GetResult>!
| Put of State * Version * AsyncReplyChannel<PutResult>
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
non-blocking I/O
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
…!
| Some(Get(reply)) ->!
reply.Reply <| Success(state, version)!
return! workingState(state, version)!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
…!
| Some(Put(newState, v, reply)) when version = v ->!
reply.Reply <| Success()!
return! workingState(newState, version+1)!
…!
}
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
…!
| Some(Put(_, v, reply)) ->!
reply.Reply <| Failure(VersionMismatch(version, v))!
return! workingState(state, version)!
}
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None ! ! ! ! ! ! ! -> …!
| Some(Get(reply)) ! ! ! ! ! -> …!
| Some(Put(newState, v, reply)) when version = v ! -> …!
| Some(Put(_, v, reply)) ! ! ! ! -> …!
}
and closedState () = !
async { !
let! msg = inbox.Receive()!
match msg with!
| Get(reply) ->!
reply.Reply <| Failure(WorkerStopped)!
return! closedState()!
| Put(_, _, reply) ->!
reply.Reply <| Failure(WorkerStopped)!
return! closedState()!
}
and closedState () = !
async { !
let! msg = inbox.Receive()!
match msg with!
| Get(reply) ->!
reply.Reply <| Failure(WorkerStopped)!
return! closedState()!
| Put(_, _, reply) ->!
reply.Reply <| Failure(WorkerStopped)!
return! closedState()!
}
5x efficient
improvement
60% latency drop
no databases
need to ensure
server affinity
need to balance load
need to avoid
hotspots
• Persist player state after short inactivity!
• Move player to another server after persistence
need to gracefully
scale down
Recap
Agents!
• no locks!
• async message passing!
!
Agents!
• no locks!
• async message passing!
• self-contained!
• easy to reason with
Agents!
• low level!
• exceptions kills agents!
• primitive error monitoring!
• no supervision!
• no distribution
MS Orleans
Cricket
akka.Net
Async Workflow!
• non-blocking I/O!
• no callbacks
Pattern Matching!
• clear & concise
Replacing a
large
class
hierarchy
Caught a Gnome
EXP Item Gold
Quest Progress
Caught a Gnome
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
New Quest
Quest Complete
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
New Quest
Level Up
Quest Progress
New Quest
Achievement
Progress
EXP Item Gold
Quest Complete
Level Up
Caught a Gnome
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
New Quest
Achievement
Progress
Achievement
Complete
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
New Quest
Achievement
Progress
Achievement
Complete
100+ actions
triggered by different
abstraction layers
non-functional
requirements
message-broker
pattern
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
Ignore
Process
Process
Process
Process
Ignore
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Process
Ignore
Ignore
Ignore
Process
Ignore
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Level Up
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Level Up
need lots of facts
type Fact =!
| GotExp! ! of Exp!
| GotGold! ! of Gold!
| GotItem! ! of Item * Count!
| CaughtMonster! of Monster * Bait * Location!
| LevelUp! ! of OldLevel * NewLevel!
…
type Reward =!
| GotExp! ! of Exp!
| GotGold! ! of Gold!
| GotItem! ! of Item * Count!
!
type StateChange =!
| LevelUp! ! of OldLevel * NewLevel!
…
type Fact =!
| StateChange! of StateChange!
| Reward! ! of Reward!
| Trapping! ! of Trapping!
| Fishing! ! of Fishing!
…
let process fact =!
match fact with!
| StateChange(stateChange)! -> …!
| Reward(reward)! ! ! -> …!
| Trapping(trapping)! ! -> …!
…
C# interop
…!
var fact = Fact.NewStateChange(!
! StateChange.NewLevelUp(oldLvl, newLvl));!
…
type IFact = interface end!
!
type Reward =!
| GotExp! ! of Exp!
| GotGold! ! of Gold!
| GotItem! ! of Item * Count!
interface IFact
type IFact = interface end!
!
type Reward =!
| GotExp! ! of Exp!
| GotGold! ! of Gold!
| GotItem! ! of Item * Count!
interface IFact
let process (fact : IFact) =!
match fact with!
| :? StateChange ! as stateChange!-> …!
| :? Reward ! ! as reward! ! -> …!
| :? Trapping! ! as trapping! -> …!
…!
| _ -> raise <| NotSupportedFact fact
let process (fact : IFact) =!
match fact with!
| :? StateChange ! as stateChange!-> …!
| :? Reward ! ! as reward! ! -> …!
| :? Trapping! ! as trapping! -> …!
…!
| _ -> raise <| NotSupportedFact fact
simple
flexible
extensible
saver
April 2015
Fri 8.30am, Salon H
@theburningmonk / theburningmonk.com
Fri 8.30am, Salon H
Fri 2.45pm, Guava + Tamarind
@theburningmonk / theburningmonk.com

F# in social gaming (CodeMash 15)