Vron Maxime, Marin Olivier, Monnet Sbastien Universit Pierre et - - PowerPoint PPT Presentation

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Vron Maxime, Marin Olivier, Monnet Sbastien Universit Pierre et - - PowerPoint PPT Presentation

Vron Maxime, Marin Olivier, Monnet Sbastien Universit Pierre et Marie Curie, France, LIP6. For NOSSDAV2014 Analyzing matchmaking systems A few datasets pertain to gaming J. Kinicki and M. Claypool, Traffic analysis of


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Véron Maxime, Marin Olivier, Monnet Sébastien Université Pierre et Marie Curie, France, LIP6. For NOSSDAV2014

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 Analyzing matchmaking systems  A few datasets pertain to gaming

  • J. Kinicki and M. Claypool, “Traffic analysis of avatars in second life,” in Proceedings of the 18th International

Workshop on Network and Operating Systems Support for Digital Audio and Video, ser. NOSSDAV ’08.

  • S. A. Tan, W. Lau, and A. Loh, “Networked game mobility model for first-person-shooter games,” in

Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games

 None of them adress matchmaking  Improve future gaming solutions

NOSSDAV2014 - Matchmaking in multi-player on-line games 2

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NOSSDAV2014 - Matchmaking in multi-player on-line games 3

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 League of Legends has one of the largest

playerbases nowadays

 Allows access to public data about players

and game sessions

 Integrates a matchmaking system

NOSSDAV2014 - Matchmaking in multi-player on-line games 4

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NOSSDAV2014 - Matchmaking in multi-player on-line games 5

  • Read raw data from

the servers

  • Give meaning to the

received data

Extract a database schema

  • Crawl over a month
  • From around 2

million unique users

  • In every type of

session possible

Allow fair deductions

  • Extract fields related

to matchmaking

  • See impact of ping,

ranking distance…

Analysis

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Matchmaking fields

  • timeInQueue
  • queueType
  • premadeTeam
  • rating

Company handlers

  • skin
  • ipEarned
  • boostIpEarned
  • summonerId

Avatar information

  • item0..5
  • spell1
  • num_death
  • gold_earned

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A huge majority of gamers rely on Broadband connections.

Gaming companies can now count on an average ping from users below 60 ms

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 « Introducing » the KDA (kill death assists) ratio:

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This value reflects individual performance during one game It cannot mesure team efforts though

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The downwards slope could lead to three potential conclusions :

  • Players who have a better connection are « better » players
  • Ping does impede on player performance
  • Better ranked players tend to invest more money in their internet connection

20 40 60 80 100 Bronze Silver Gold Platinum Diamond

Average Ping

1 2 3

Average KDA

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The service avoids matching people from different leagues. It is crucial as we observe more leavers in those games 1100 elo 1400 elo 1700 elo 2000 elo 2300 elo Every league spans over 300 elo

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We found out that the service really underperforms when there are a lot of available players to match This is a potential design flaw/scalability issue

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 Our database is freely available online at :

  • http://pagesperso-

systeme.lip6.fr/maxime.veron/examples.html

 The code of our crawler is also available  You can contact me for more information

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text skinName double physical_damage_dealt_to_champions double id bool isRanked double magic_damage_dealt_to_champions double boostXpEarned int skinIndex double magic_damage_taken double levelSumonner text gameType double item4 bool invalid double experienceEarned double level int dataVersion text rawStatsJson double item1 double userId bool eligibleFirstWinOfDay double item2 date createDate text difficulty double item0 int userServerPing int gameMapId double item5 int adjustedRating bool leaver double gold_earned int premadeSize double spell1 double physical_damage_taken double boostIpEarned double spell2 double total_time_spent_dead double gameId text gameTypeEnum double largest_multi_kill int timeInQueue double teamId double largest_critical_strike double ipEarned bool afk double total_damage_taken int eloChange double num_death double total_heal text futureData double physical_damage_dealt_player double magic_damage_dealt_player text gameMode double total_damage_dealt double true_damage_dealt_player text difficultyString double neutral_minions_killed double turrets_killed double KCoefficient double item3 double barracks_killed int teamRating double largest_killing_spree double champions_killed text subType double lose double win text queueType double minions_killed double sight_wards_bought_in_game bool premadeTeam double assists double vision_wards_bought_in_game double predictedWinPct double total_damage_dealt_champions double summonerId double rating double championId

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 We provide a freely available database of

gaming information

 We show that crawling public data from

games should be systematic

 Crawling public information helps identify

design flaws, and hence improve gaming architectures

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