TCP/IP performance over 3G wireless links with rate and delay variation
Proceedings of the 8th annual international conference on Mobile computing and networking
Vivaldi: a decentralized network coordinate system
Proceedings of the 2004 conference on Applications, technologies, architectures, and protocols for computer communications
Game server selection for multiple players
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
WCDMA for UMTS: HSPA Evolution and LTE
WCDMA for UMTS: HSPA Evolution and LTE
Experiences in a 3G network: interplay between the wireless channel and applications
Proceedings of the 14th ACM international conference on Mobile computing and networking
Matchmaking for online games and other latency-sensitive P2P systems
Proceedings of the ACM SIGCOMM 2009 conference on Data communication
Where's that phone?: geolocating IP addresses on 3G networks
Proceedings of the 9th ACM SIGCOMM conference on Internet measurement conference
Anatomizing application performance differences on smartphones
Proceedings of the 8th international conference on Mobile systems, applications, and services
Performance comparison of 3G and metro-scale WiFi for vehicular network access
IMC '10 Proceedings of the 10th ACM SIGCOMM conference on Internet measurement
Approximation algorithms for intersection graphs
APPROX/RANDOM'10 Proceedings of the 13th international conference on Approximation, and 14 the International conference on Randomization, and combinatorial optimization: algorithms and techniques
Network coordinates in the wild
NSDI'07 Proceedings of the 4th USENIX conference on Networked systems design & implementation
Journal of Computer and System Sciences
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
CloudGPS: a scalable and ISP-friendly server selection scheme in cloud computing environments
Proceedings of the 2012 IEEE 20th International Workshop on Quality of Service
NCShield: securing decentralized, matrix factorization-based network coordinate systems
Proceedings of the 2012 IEEE 20th International Workshop on Quality of Service
MicroPlay: a networking framework for local multiplayer games
Proceedings of the first ACM international workshop on Mobile gaming
Empowering developers to estimate app energy consumption
Proceedings of the 18th annual international conference on Mobile computing and networking
Obtaining in-context measurements of cellular network performance
Proceedings of the 2012 ACM conference on Internet measurement conference
Computing while charging: building a distributed computing infrastructure using smartphones
Proceedings of the 8th international conference on Emerging networking experiments and technologies
PROTEUS: network performance forecast for real-time, interactive mobile applications
Proceeding of the 11th annual international conference on Mobile systems, applications, and services
MOCA: a lightweight mobile cloud offloading architecture
Proceedings of the eighth ACM international workshop on Mobility in the evolving internet architecture
Capturing mobile experience in the wild: a tale of two apps
Proceedings of the ninth ACM conference on Emerging networking experiments and technologies
Matchmaking in multi-player on-line games: studying user traces to improve the user experience
Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
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Supporting interactive, multiplayer games on mobile phones over cellular networks is a difficult problem. It is particularly relevant now with the explosion of mostly single-player or turn-based games on mobile phones. The challenges stem from the highly variable performance of cellular networks and the need for scalability (not burdening the cellular infrastructure, nor any server resources that a game developer deploys). We have built a service for matchmaking in mobile games -- assigning players to games such that game settings are satisfied as well as latency requirements for an enjoyable game. This requires solving two problems. First, the service needs to know the cellular network latency between game players. Second, the service needs to quickly group players into viable game sessions. In this paper, we present the design of our service, results from our experiments on predicting cellular latency, and results from efficiently grouping players into games.