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Matchmaking for online games and other latency-sensitive P2P systems

Published: 16 August 2009 Publication History

Abstract

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. For instance, it produces 90th percentile errors less than half those of iPlane and Pyxida. Our design is general enough to make it a good fit for other latency-sensitive peer-to-peer applications besides game matchmaking.

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Published In

cover image ACM Conferences
SIGCOMM '09: Proceedings of the ACM SIGCOMM 2009 conference on Data communication
August 2009
340 pages
ISBN:9781605585949
DOI:10.1145/1592568
  • cover image ACM SIGCOMM Computer Communication Review
    ACM SIGCOMM Computer Communication Review  Volume 39, Issue 4
    SIGCOMM '09
    October 2009
    325 pages
    ISSN:0146-4833
    DOI:10.1145/1594977
    Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 16 August 2009

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Author Tags

  1. latency estimation
  2. matchmaking
  3. network coordinates
  4. online gaming

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SIGCOMM '09
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SIGCOMM '09: ACM SIGCOMM 2009 Conference
August 16 - 21, 2009
Barcelona, Spain

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Overall Acceptance Rate 462 of 3,389 submissions, 14%

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  • (2021)Leveling Up Teamwork in EsportsProceedings of the ACM on Human-Computer Interaction10.1145/34491235:CSCW1(1-30)Online publication date: 22-Apr-2021
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