In this lecture, we will look at the current protocol for discovering game servers and how to improve the protocol.  We will also look at ways we can group players with low latency to each other together in the same game session.

References

The REED server discovery algorithm is discussed in detail in [Armitage12].  [Manweller11] provides a highly detailed description of a study in latency measurement and estimation in mobile networks, with application to player matchmaking in mobile games.  The use of hierarchical clustering and QT clustering to match players are discussed in this context in the section on Grouping Agent.

 

[Manweller11]
Justin Manweiler, Sharad Agarwal, Ming Zhang, Romit Roy Choudhury, and Paramvir Bahl. “Switchboard: a matchmaking system for multiplayer mobile games.” In Proceedings of the 9th international conference on Mobile systems, applications, and services, pp. 71-84. ACM, 2011. [Google Scholar]
[Armitage12]
Grenville Armitage and Amiel Heyde. “REED: Optimizing first person shooter game server discovery using network coordinates.” ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) 8, no. 2 (2012): 20. [Google Scholar]
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