Matchmaking in multi-player on-line games: studying user traces to improve the user experience

  • Authors:
  • Maxime Véron;Olivier Marin;Sébastien Monnet

  • Affiliations:
  • Sorbonne Universités, UPMC Univ Paris 06, Équipe REGAL, LIP6, F-75005, Paris, France, CNRS, UMR_7606, LIP6, F-75005, Paris, France and Inria, Équipe REGAL, F-75005, Paris, France;Sorbonne Universités, UPMC Univ Paris 06, Équipe REGAL, LIP6, F-75005, Paris, France, CNRS, UMR_7606, LIP6, F-75005, Paris, France and Inria, Équipe REGAL, F-75005, Paris, France;Sorbonne Universités, UPMC Univ Paris 06, Équipe REGAL, LIP6, F-75005, Paris, France, CNRS, UMR_7606, LIP6, F-75005, Paris, France and Inria, Équipe REGAL, F-75005, Paris, France

  • Venue:
  • Proceedings of Network and Operating System Support on Digital Audio and Video Workshop
  • Year:
  • 2014

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Abstract

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.