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SIGCOMM
2009
ACM

Matchmaking for online games and other latency-sensitive P2P systems

14 years 7 months ago
Matchmaking for online games and other latency-sensitive P2P systems
– The latency between machines on the Internet can dramatically affect users’ experience for many distributed applications. Particularly, in multiplayer online games, players seek to cluster themselves so that those in the same session have low latency to each other. A system that predicts latencies between machine pairs allows such matchmaking to consider many more machine pairs than can be probed in a scalable fashion while users are waiting. Using a far-reaching trace of latencies between players on over 3.5 million game consoles, we designed Htrae, a latency prediction system for game matchmaking scenarios. One novel feature of Htrae is its synthesis of geolocation with a network coordinate system. It uses geolocation to select reasonable initial network coordinates for new machines joining the system, allowing it to converge more quickly than standard network coordinate systems and produce substantially lower prediction error than state-of-the-art latency prediction systems. F...
Sharad Agarwal, Jacob R. Lorch
Added 28 May 2010
Updated 28 May 2010
Type Conference
Year 2009
Where SIGCOMM
Authors Sharad Agarwal, Jacob R. Lorch
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