Local Distributed Agent Matchmaking
CooplS '01 Proceedings of the 9th International Conference on Cooperative Information Systems
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
How sensitive are online gamers to network quality?
Communications of the ACM - Entertainment networking
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Towards bidirectional distributed matchmaking
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
A unified format for traces of peer-to-peer systems
Proceedings of the 1st ACM workshop on Large-Scale system and application performance
Matchmaking for online games and other latency-sensitive P2P systems
Proceedings of the ACM SIGCOMM 2009 conference on Data communication
Switchboard: a matchmaking system for multiplayer mobile games
MobiSys '11 Proceedings of the 9th international conference on Mobile systems, applications, and services
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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Designing and implementing a quality matchmaking service for Multiplayer Online Games requires an extensive knowledge of the habits, behaviors and expectations of the players. Gathering and analyzing traces of real games offers insight on these matters, but game server providers are very protective of such data in order to deter possible reuse by the competition and to prevent cheating. We circumvented this issue by gathering public data from a League of Legends server (information over more than 28 million game sessions). In this paper, we present our database which is freely available online, and we detail the analysis and conclusions we draw from this data regarding the expected requirements for the matchmaking service.