SlideShare a Scribd company logo
1 of 44
Switchboard: A matchmaking
System for Multiplayer Mobile
Games
Justin Manweiler – Sharad Agarwal –
Ming Zhang – Romit Roy Choudhury
– Paramvir Bahl
MICROSOFT RESEARCH
DUKE UNIVERSITY
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

1
MAIN POINTS
•
•
•
•
•
•

INTRODUCTION
MOTIVATION AND PRIOR WORK
ESTIMATING CELLULAR LATENCY
SWITCHBOARD
IMPLEMENTATION & EVALUATION
CONCLUTIONS

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

2
What is matchmaking
Assigning players to games such the game
setting are satisfied as well as the latency
requirements for an enjoyable game.
Solves two problems
1. The service need to know the cellular
network latency between players
2. Quickly group players into viable game
session.
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

3
Type of games in cell phones
– single player , turn based(card games) , FPS , multiplayer
only over Bluetooth or WIFI.

Problem of multiplayer games is LATENCY
Latency depends
– Network speed of a player in a game.
Solving this problem by effective matchmaking.
– Players must be grouped:
1. Each player’s network performance meets needs of the
game
2. Size of group must be inside the limits of the game

The challenging type of matchmaking is P2P.
The reason is because with servers the cost is big.(so vie
3G we can communicate)
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

4
•
•
•

•

This is the first paper to address the
matchmaking problem for multiplayer games
over cellular networks.
We show that it reduces P2P over phone the
latency compared via server.
It is possible to estimate or predict latency
that a phone have.
How if we use the latency estimation we can
reduce the burden for effective matchmaking
Design and implement Switchboard.
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

5
Latency in multiplayer game
User behavior can change with 50ms-200ms
latency depending the game.
Techniques for hiding latency:
1. Lockstep protocol
2. Dead reckoning
If the typical network latency of one player is high,
then the experience for all players suffers.
1. The game will progress very slow.
2. Will be many consistency correction
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

6
1. Many online games using Matchmaking
( servers ready and goes to server with low
latency)
2. Star-hub topology
(how we can take the host by one be the central
server)
3. Clique
(directly communicate with an other player)

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

7
The latency between two phones

By the popularity of P2P online games, we believe that low latency ,
Multiplayer games over cellular data networks are better enabled through P2P

Compare 4 strategies P2P using 1,2 many geographic servers.
Direct is P2P the other is with servers. It is better via direct(P2P)
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

8
•

The same mobile networks can experience very
different latencies.
• One of the most important aspects of
matchmaking is knowing the latency each player
will have to each potential peer.
• Once the latencies between players are measured
or predicted the remaining challenge in
matchmaking is to group them into viable game
sessions.
• Creating such groups under latency constraints
while maximizing group sizes is related to the
minimum clique partition problem.
Which is NP-complete.
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

9
Estimating cellular latency
We use the
FRH : First Responding Hope.
(when a trace rout is
attempted from a phone to
any destination on the
internet, it is the first hop
beyond the phone to
respond with ICMP)
Internet Control Message
Protocol (ICMP)
For to estimate the latency

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

10
Predict the future latency of a phone
How 3G latency vary over time?

• For wired connections to
the internet a common
latency is the mean of a
small number of pings.
• The latency a phone
experiences over a short
duration of time.
• 15 second window of
measurements is very
predictive of future
latencies.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

11
Predict the future latency of a phone
Over what timescale is 3G
latency predictable?

• We show the mean time
window to window change
in latency to the FRH, which
shows a dip around 15
minutes.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

12
Slightly different behavior

Confirms the highest stability 15
minute duration

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

13
Predict the future latency of a phone
How many future time windows
is one window predictive of?

• 15 minute time of window is
very predictive .
• How rapidly this predictive
power degrades over
successive 15 m time window
dows.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

14
Predict the future latency of a phone
How many measurements are
needed in each time window

60 packets over a course of 15
minutes is a reasonable trade-off
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

15
Using the latency of one phone to
predict the future of a different phone
• We have found that a phone needs to measure its
latency about 60 times in a 15 minute window to
predict its latency in future 15 minute window.

We need to determine what parameters of
connectivity that if are the same between two
phones also mean that they are share similar
latency. (different latency in Redmond and
Durham)
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

16
Using the latency of one phone to
predict the future of a different phone
Connectivity parameters with little influence
Negative findings before the positive findings:
1. IP address is representative of a phone’s latency
2. Correlation between 3G signal strength and its latency
3. Will driving in the city doing experiments we see little
correlation between speed and latency
4. Latency variation over a human-induced load on the network
5. The results are specific to HSDPA connectivity

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

17
Using the latency of one phone to
predict the future of a different phone
Phones under the same cell tower
When a phone is connected to a cellular network certain
parameters of that connectivity are exposed to the mobile
1. CID(Cell tower ID)
2. LAC(Location Area Code)
EXPERIMENT
We placed one phone at a fixed location for long duration of time
and a second phone for 30 minutes each in a variety of
locations.
(Durham , Seattle , Redmond)
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

18
The maps of our experiment

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

19
Results of Seattle experiment

S-home when both are next to each
other

Latona to the same CT but fare away
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

20
Results of Redmond/Durham

Similar latency with the same
CID

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

21
PREDICTING THE LATENCY BETWEEN
PHONES
• For P2P multiplayer game we
need to predict the end to end
latency between pairs of
phones.
• The left most line which is the
FRH to FRH latency is fairly
straight in comparison.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

22
SWITCHBOARD
• The Goal of a matchmaking service is to
abstract away the problem of assigning players
to game sessions so that each game developer
does not have independently solve this.
• The amount of time that a player spends in the
matchmaking lobby has to be minimal as well
and should not grow significantly as a game
becomes popular and more users participate in
the matchmaking.
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

23
Architecture of Switchboard

• Two set of components( client – centralized) cloud based
service.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

24
SWITCHBOARD
Lobby browser
Provide ample flexibility in specifying requirements while
remaining intuitive.
Three types of constraints:
1. A simple requirement for the maximum of players sharing
the same game session
2. A simple restriction on the distribution of end to end latency
between any pair of players
3. Segregating players into different matchmaking lobbies
based in the type of game they want to play.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

25
SWITCHBOARD
Latency estimator
• Grouping agent
It will request latency distributions only between those clients
that have the same lobby hash.
The database keeps a sliding window of measurements from the
past 15 minutes.
Measurement controller divides the global set of clients into 3
queues
1. Free pool
2. Active pool
3. Cool off pool
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

26
SWITCHBOARD
Latency estimator
Performance measurement
1. The measurement duration
2. The measurement rate
3. A list of unique FRHs
The latency Estimator computes this as the sum of 3 components
1. Latency of the first client to its FRH
2. Latency of the second client to its FRH
3. FRH to FRH latency
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

27
SWITCHBOARD
Grouping Agent
For each unique lobby hash the Lobby Service hands over to the
Grouping Agent
the list of clients the maximum number of players and the
latency test parameters.
Obtains the latency distribution between each pair of clients in
this lobby from the Latency Estimator.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

28
SWITCHBOARD
Grouping algorithm
The goal of the algorithm is to assign players to different groups
1. Maximizes the number of player to each group.
2. Satisfies the latency and group size constraints.
While there exist many clustering methods ( to solve grouping
problem) we pick hierarchical and quality threshold clustering
because they have low computational complexity and can
easily accommodate different group topologies.
The clustering methods can work with any topology.
The grouping algorithm is polynomial

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

29
IMPLEMENTATION & EVALUATION
IMPLEMENTATION

Matchmaking itself is not very sensitive to small
latencies because it is only sets up the game
session and is not used during game play
itself. Hence we have deployed only a
centralized instance of the service.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

30
IMPLEMENTATION & EVALUATION
EVALUATION OF GROUPING
We now evaluate the importance of pair wise latency estimation
for effective grouping and the impact of bucket size on
grouping time and group sizes.
Franction of total population
FracPop(T)=
Pop(C) and ntower(C) : population number
TotalPop = total population
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

31
IMPLEMENTATION & EVALUATION
EVALUATION OF GROUPING
We now evaluate the importance of pair wise latency estimation
for effective grouping and the impact of bucket size on
grouping time and group sizes.
Franction of total population
FracPop(T)=
Pop(C) and ntower(C) : population number
TotalPop = total population
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

32
IMPLEMENTATION & EVALUATION
EVALUATION OF GROUPING
We generate a set of n players using this model. For each tower T
we generate n x FracPop(T) players.
We can compute the latency between any pair of players (p1,p2)
rttFRH(p1)+ rttFRH(p2) + rtt(FRH(p1),FRH(p2))

rtt(FRH(p1),FRH(p2)) between FRH(p1) and FRH(p2)

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

33
IMPLEMENTATION & EVALUATION
LATENCY VS GEOGRAPHY-BASED GROUPING
• We try another one algorithm
which groups players by their
geographic proximity.
• Note each GeoGroup produced
by the geography-based
grouping
• Geography-based grouping
produces larger viable groups
when the distance constraint
increases.
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

34
IMPLEMENTATION & EVALUATION
LATENCY VS GEOGRAPHY-BASED GROUPING
• This effect diminishes as the
constraint increases.
• This effect diminishes as the
constraint surpasses 400 miles.
• Larger distance constraint
produces bigger GeoGroup.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

35
IMPLEMENTATION & EVALUATION
EFFECT OF BUCKET SIZE

Impact of group size. Bigger size
improves ratio.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

36
IMPLEMENTATION & EVALUATION
END TO END EVALUATION
We evaluate the performance of the complete end to
end Switchboard as a whole including measurement
and grouping.
Each client waits for placement in a matchmaking group
until:
1. Such a group is formed
2. Switchboard determines that the client’s first-hop
latency is too high, and thus group placement is
impossible.
CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

37
IMPLEMENTATION & EVALUATION
END TO END EVALUATION
As the number of clients using Switchboard increases:
1. Server bandwidth requirements scale sub-linearly
2. Per-client probing overheads decrease
3. Larger group can be formed
4. Client delays for measurement and grouping decrease

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

38
IMPLEMENTATION & EVALUATION
BANDWIDTH AND PROBING REQUIREMENTS
Client to server bandwidth over
time aggregated across all
clients connected to
Switchboard
60 measurements in 15 minutes

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

39
IMPLEMENTATION & EVALUATION
BANDWIDTH AND PROBING REQUIREMENTS
Distribution of ICMP
measurements performed
my each client.
Greater load of Switchboard
overhead for each client
becomes lower and more
predictable.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

40
IMPLEMENTATION & EVALUATION
Client Matchmaking Experience
We evaluate the size of viable
groups that Switchboard
creates how long clients wait
for those results.
higher client arrival rates ,it is
possible to form larger
matchmaking groups.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

41
IMPLEMENTATION & EVALUATION
Client Matchmaking Experience
This is expected, since at higher arrival rates, the steady-state
number of waiting clients is also higher-providing a larger pool
of clients on which to cluster.
The bucket size here reflects the maximum number of clients that
can be simultaneously clustered.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

42
IMPLEMENTATION & EVALUATION
Client Matchmaking Experience
• The total amount of time a
client spends in
matchmaking, broken down
by the measurement delay
and the grouping delay
• A peer will wait till it
grouped.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

43
Conclusion
• We demonstrate that P2P in 3G is a viable way to both reduce
the latency of such games and the cost to the developer to
maintain game servers.
• Depending the number and the location of servers P2P can
reduce the latency as much as 148ms.
• We show that a small number of measurements in a 15
minute window sufficiently characterizes not only the latency
of that phone but also of the others to the same Cell Tower.

CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011

44

More Related Content

Viewers also liked

Generator protection gers
Generator protection gersGenerator protection gers
Generator protection gersHabudin Hassan
 
Buku papan suis utama
Buku papan suis utama Buku papan suis utama
Buku papan suis utama Ezuan Atok
 
kabel dan sistem pendawaian elektrik
kabel dan sistem pendawaian elektrikkabel dan sistem pendawaian elektrik
kabel dan sistem pendawaian elektrikAry HuzAirie
 
Generator protection
Generator protectionGenerator protection
Generator protectionKeshar Rawal
 
Generator Protection
Generator ProtectionGenerator Protection
Generator ProtectionPriten Vasa
 
Generator Protection By - Er Rahul Sharma
Generator Protection By - Er Rahul Sharma Generator Protection By - Er Rahul Sharma
Generator Protection By - Er Rahul Sharma Rahul Ruddra
 
Generator protection by bhushan kumbhalkar
Generator protection by bhushan kumbhalkarGenerator protection by bhushan kumbhalkar
Generator protection by bhushan kumbhalkarBhushan Kumbhalkar
 
Ir deck 4 q16 final
Ir deck 4 q16 finalIr deck 4 q16 final
Ir deck 4 q16 finalIR_HubSpot
 
PENYELENGGARAAN PEMASANGAN SATU FASA copy
PENYELENGGARAAN PEMASANGAN SATU FASA   copyPENYELENGGARAAN PEMASANGAN SATU FASA   copy
PENYELENGGARAAN PEMASANGAN SATU FASA copyAridsuria2002
 
PEMASANGAN DB FASA TUNGGAL
PEMASANGAN DB FASA TUNGGALPEMASANGAN DB FASA TUNGGAL
PEMASANGAN DB FASA TUNGGALAridsuria2002
 
ASAS PENDAWAIAN PERMUKAAN SATU FASA
ASAS PENDAWAIAN PERMUKAAN SATU FASAASAS PENDAWAIAN PERMUKAAN SATU FASA
ASAS PENDAWAIAN PERMUKAAN SATU FASAAridsuria2002
 

Viewers also liked (16)

Generator protection gers
Generator protection gersGenerator protection gers
Generator protection gers
 
Buku papan suis utama
Buku papan suis utama Buku papan suis utama
Buku papan suis utama
 
kabel dan sistem pendawaian elektrik
kabel dan sistem pendawaian elektrikkabel dan sistem pendawaian elektrik
kabel dan sistem pendawaian elektrik
 
Chapter 4 dc machine [autosaved]
Chapter 4   dc machine [autosaved]Chapter 4   dc machine [autosaved]
Chapter 4 dc machine [autosaved]
 
Generator protection
Generator protectionGenerator protection
Generator protection
 
Generator Protection
Generator ProtectionGenerator Protection
Generator Protection
 
Generator Protection By - Er Rahul Sharma
Generator Protection By - Er Rahul Sharma Generator Protection By - Er Rahul Sharma
Generator Protection By - Er Rahul Sharma
 
Generator protection by bhushan kumbhalkar
Generator protection by bhushan kumbhalkarGenerator protection by bhushan kumbhalkar
Generator protection by bhushan kumbhalkar
 
Circuit breakers
Circuit breakers Circuit breakers
Circuit breakers
 
Ir deck 4 q16 final
Ir deck 4 q16 finalIr deck 4 q16 final
Ir deck 4 q16 final
 
Circuit breakers
Circuit breakersCircuit breakers
Circuit breakers
 
Circuit breaker
Circuit breakerCircuit breaker
Circuit breaker
 
PENYELENGGARAAN PEMASANGAN SATU FASA copy
PENYELENGGARAAN PEMASANGAN SATU FASA   copyPENYELENGGARAAN PEMASANGAN SATU FASA   copy
PENYELENGGARAAN PEMASANGAN SATU FASA copy
 
PEMASANGAN DB FASA TUNGGAL
PEMASANGAN DB FASA TUNGGALPEMASANGAN DB FASA TUNGGAL
PEMASANGAN DB FASA TUNGGAL
 
ASAS PENDAWAIAN PERMUKAAN SATU FASA
ASAS PENDAWAIAN PERMUKAAN SATU FASAASAS PENDAWAIAN PERMUKAAN SATU FASA
ASAS PENDAWAIAN PERMUKAAN SATU FASA
 
Circuit breaker
Circuit breakerCircuit breaker
Circuit breaker
 

Similar to Matchmaking System Speeds Mobile Gaming

Bluetooth - Comprehensive Presentation
Bluetooth - Comprehensive PresentationBluetooth - Comprehensive Presentation
Bluetooth - Comprehensive PresentationMuhammed Afsal Villan
 
Bluetooth Intro
Bluetooth IntroBluetooth Intro
Bluetooth Introamit_monty
 
Track 4 session 1 - st dev con 2016 - body area network and sensor synchron...
Track 4   session 1 - st dev con 2016 - body area network and sensor synchron...Track 4   session 1 - st dev con 2016 - body area network and sensor synchron...
Track 4 session 1 - st dev con 2016 - body area network and sensor synchron...ST_World
 
1. Software-Defined Networks (SDN) is a new paradigm in network ma.docx
1. Software-Defined Networks (SDN) is a new paradigm in network ma.docx1. Software-Defined Networks (SDN) is a new paradigm in network ma.docx
1. Software-Defined Networks (SDN) is a new paradigm in network ma.docxjackiewalcutt
 
Minimizing mobiles communication time using modified binary exponential backo...
Minimizing mobiles communication time using modified binary exponential backo...Minimizing mobiles communication time using modified binary exponential backo...
Minimizing mobiles communication time using modified binary exponential backo...IJCNCJournal
 
An electric circuits' remote switching system based on gsm radio network
An electric circuits' remote switching system based on gsm radio networkAn electric circuits' remote switching system based on gsm radio network
An electric circuits' remote switching system based on gsm radio networkeSAT Publishing House
 
An electric circuits' remote switching system based on gsm radio network
An electric circuits' remote switching system based on gsm radio networkAn electric circuits' remote switching system based on gsm radio network
An electric circuits' remote switching system based on gsm radio networkeSAT Journals
 
JPN1405 RBTP: Low-Power Mobile Discovery Protocol through Recursive Binary T...
JPN1405  RBTP: Low-Power Mobile Discovery Protocol through Recursive Binary T...JPN1405  RBTP: Low-Power Mobile Discovery Protocol through Recursive Binary T...
JPN1405 RBTP: Low-Power Mobile Discovery Protocol through Recursive Binary T...chennaijp
 
Cable testing 101 how to read the link ware™ pc report
Cable testing 101 how to read the link ware™ pc reportCable testing 101 how to read the link ware™ pc report
Cable testing 101 how to read the link ware™ pc reportsmithponting
 
Bluetooth presentation
Bluetooth presentationBluetooth presentation
Bluetooth presentationSushil Thapa
 
Introduction to Bluetooth technology
Introduction to Bluetooth technologyIntroduction to Bluetooth technology
Introduction to Bluetooth technologyDavid Livingston J
 
Cse 318 Project Report on Goethe Institut Bangladesh Network Design
Cse 318  Project Report on Goethe Institut Bangladesh Network DesignCse 318  Project Report on Goethe Institut Bangladesh Network Design
Cse 318 Project Report on Goethe Institut Bangladesh Network DesignMaksudujjaman
 

Similar to Matchmaking System Speeds Mobile Gaming (20)

Bluetooth - Comprehensive Presentation
Bluetooth - Comprehensive PresentationBluetooth - Comprehensive Presentation
Bluetooth - Comprehensive Presentation
 
Bluetooth Intro
Bluetooth IntroBluetooth Intro
Bluetooth Intro
 
CS8601 4 MC NOTES.pdf
CS8601 4 MC NOTES.pdfCS8601 4 MC NOTES.pdf
CS8601 4 MC NOTES.pdf
 
Track 4 session 1 - st dev con 2016 - body area network and sensor synchron...
Track 4   session 1 - st dev con 2016 - body area network and sensor synchron...Track 4   session 1 - st dev con 2016 - body area network and sensor synchron...
Track 4 session 1 - st dev con 2016 - body area network and sensor synchron...
 
1. Software-Defined Networks (SDN) is a new paradigm in network ma.docx
1. Software-Defined Networks (SDN) is a new paradigm in network ma.docx1. Software-Defined Networks (SDN) is a new paradigm in network ma.docx
1. Software-Defined Networks (SDN) is a new paradigm in network ma.docx
 
Minimizing mobiles communication time using modified binary exponential backo...
Minimizing mobiles communication time using modified binary exponential backo...Minimizing mobiles communication time using modified binary exponential backo...
Minimizing mobiles communication time using modified binary exponential backo...
 
Bluetooth
BluetoothBluetooth
Bluetooth
 
An electric circuits' remote switching system based on gsm radio network
An electric circuits' remote switching system based on gsm radio networkAn electric circuits' remote switching system based on gsm radio network
An electric circuits' remote switching system based on gsm radio network
 
An electric circuits' remote switching system based on gsm radio network
An electric circuits' remote switching system based on gsm radio networkAn electric circuits' remote switching system based on gsm radio network
An electric circuits' remote switching system based on gsm radio network
 
JPN1405 RBTP: Low-Power Mobile Discovery Protocol through Recursive Binary T...
JPN1405  RBTP: Low-Power Mobile Discovery Protocol through Recursive Binary T...JPN1405  RBTP: Low-Power Mobile Discovery Protocol through Recursive Binary T...
JPN1405 RBTP: Low-Power Mobile Discovery Protocol through Recursive Binary T...
 
Cable testing 101 how to read the link ware™ pc report
Cable testing 101 how to read the link ware™ pc reportCable testing 101 how to read the link ware™ pc report
Cable testing 101 how to read the link ware™ pc report
 
Bluetooth presentation
Bluetooth presentationBluetooth presentation
Bluetooth presentation
 
Feature satip3
Feature satip3Feature satip3
Feature satip3
 
Introduction to Bluetooth technology
Introduction to Bluetooth technologyIntroduction to Bluetooth technology
Introduction to Bluetooth technology
 
Feature satip3
Feature satip3Feature satip3
Feature satip3
 
Feature satip3
Feature satip3Feature satip3
Feature satip3
 
Feature satip3
Feature satip3Feature satip3
Feature satip3
 
Cse 318 Project Report on Goethe Institut Bangladesh Network Design
Cse 318  Project Report on Goethe Institut Bangladesh Network DesignCse 318  Project Report on Goethe Institut Bangladesh Network Design
Cse 318 Project Report on Goethe Institut Bangladesh Network Design
 
Feature satip3
Feature satip3Feature satip3
Feature satip3
 
R1x g17 bluetooth i
R1x g17 bluetooth iR1x g17 bluetooth i
R1x g17 bluetooth i
 

Recently uploaded

Presiding Officer Training module 2024 lok sabha elections
Presiding Officer Training module 2024 lok sabha electionsPresiding Officer Training module 2024 lok sabha elections
Presiding Officer Training module 2024 lok sabha electionsanshu789521
 
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptxENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptxAnaBeatriceAblay2
 
internship ppt on smartinternz platform as salesforce developer
internship ppt on smartinternz platform as salesforce developerinternship ppt on smartinternz platform as salesforce developer
internship ppt on smartinternz platform as salesforce developerunnathinaik
 
History Class XII Ch. 3 Kinship, Caste and Class (1).pptx
History Class XII Ch. 3 Kinship, Caste and Class (1).pptxHistory Class XII Ch. 3 Kinship, Caste and Class (1).pptx
History Class XII Ch. 3 Kinship, Caste and Class (1).pptxsocialsciencegdgrohi
 
Blooming Together_ Growing a Community Garden Worksheet.docx
Blooming Together_ Growing a Community Garden Worksheet.docxBlooming Together_ Growing a Community Garden Worksheet.docx
Blooming Together_ Growing a Community Garden Worksheet.docxUnboundStockton
 
Introduction to AI in Higher Education_draft.pptx
Introduction to AI in Higher Education_draft.pptxIntroduction to AI in Higher Education_draft.pptx
Introduction to AI in Higher Education_draft.pptxpboyjonauth
 
Science lesson Moon for 4th quarter lesson
Science lesson Moon for 4th quarter lessonScience lesson Moon for 4th quarter lesson
Science lesson Moon for 4th quarter lessonJericReyAuditor
 
Crayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon ACrayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon AUnboundStockton
 
Pharmacognosy Flower 3. Compositae 2023.pdf
Pharmacognosy Flower 3. Compositae 2023.pdfPharmacognosy Flower 3. Compositae 2023.pdf
Pharmacognosy Flower 3. Compositae 2023.pdfMahmoud M. Sallam
 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13Steve Thomason
 
भारत-रोम व्यापार.pptx, Indo-Roman Trade,
भारत-रोम व्यापार.pptx, Indo-Roman Trade,भारत-रोम व्यापार.pptx, Indo-Roman Trade,
भारत-रोम व्यापार.pptx, Indo-Roman Trade,Virag Sontakke
 
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17Celine George
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxGaneshChakor2
 
Solving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptxSolving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptxOH TEIK BIN
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxiammrhaywood
 
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdfssuser54595a
 

Recently uploaded (20)

TataKelola dan KamSiber Kecerdasan Buatan v022.pdf
TataKelola dan KamSiber Kecerdasan Buatan v022.pdfTataKelola dan KamSiber Kecerdasan Buatan v022.pdf
TataKelola dan KamSiber Kecerdasan Buatan v022.pdf
 
Presiding Officer Training module 2024 lok sabha elections
Presiding Officer Training module 2024 lok sabha electionsPresiding Officer Training module 2024 lok sabha elections
Presiding Officer Training module 2024 lok sabha elections
 
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptxENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
ENGLISH5 QUARTER4 MODULE1 WEEK1-3 How Visual and Multimedia Elements.pptx
 
internship ppt on smartinternz platform as salesforce developer
internship ppt on smartinternz platform as salesforce developerinternship ppt on smartinternz platform as salesforce developer
internship ppt on smartinternz platform as salesforce developer
 
History Class XII Ch. 3 Kinship, Caste and Class (1).pptx
History Class XII Ch. 3 Kinship, Caste and Class (1).pptxHistory Class XII Ch. 3 Kinship, Caste and Class (1).pptx
History Class XII Ch. 3 Kinship, Caste and Class (1).pptx
 
Blooming Together_ Growing a Community Garden Worksheet.docx
Blooming Together_ Growing a Community Garden Worksheet.docxBlooming Together_ Growing a Community Garden Worksheet.docx
Blooming Together_ Growing a Community Garden Worksheet.docx
 
Introduction to AI in Higher Education_draft.pptx
Introduction to AI in Higher Education_draft.pptxIntroduction to AI in Higher Education_draft.pptx
Introduction to AI in Higher Education_draft.pptx
 
Staff of Color (SOC) Retention Efforts DDSD
Staff of Color (SOC) Retention Efforts DDSDStaff of Color (SOC) Retention Efforts DDSD
Staff of Color (SOC) Retention Efforts DDSD
 
Science lesson Moon for 4th quarter lesson
Science lesson Moon for 4th quarter lessonScience lesson Moon for 4th quarter lesson
Science lesson Moon for 4th quarter lesson
 
Crayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon ACrayon Activity Handout For the Crayon A
Crayon Activity Handout For the Crayon A
 
9953330565 Low Rate Call Girls In Rohini Delhi NCR
9953330565 Low Rate Call Girls In Rohini  Delhi NCR9953330565 Low Rate Call Girls In Rohini  Delhi NCR
9953330565 Low Rate Call Girls In Rohini Delhi NCR
 
Pharmacognosy Flower 3. Compositae 2023.pdf
Pharmacognosy Flower 3. Compositae 2023.pdfPharmacognosy Flower 3. Compositae 2023.pdf
Pharmacognosy Flower 3. Compositae 2023.pdf
 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13
 
भारत-रोम व्यापार.pptx, Indo-Roman Trade,
भारत-रोम व्यापार.pptx, Indo-Roman Trade,भारत-रोम व्यापार.pptx, Indo-Roman Trade,
भारत-रोम व्यापार.pptx, Indo-Roman Trade,
 
Model Call Girl in Tilak Nagar Delhi reach out to us at 🔝9953056974🔝
Model Call Girl in Tilak Nagar Delhi reach out to us at 🔝9953056974🔝Model Call Girl in Tilak Nagar Delhi reach out to us at 🔝9953056974🔝
Model Call Girl in Tilak Nagar Delhi reach out to us at 🔝9953056974🔝
 
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
Incoming and Outgoing Shipments in 1 STEP Using Odoo 17
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptx
 
Solving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptxSolving Puzzles Benefits Everyone (English).pptx
Solving Puzzles Benefits Everyone (English).pptx
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
 
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
18-04-UA_REPORT_MEDIALITERAСY_INDEX-DM_23-1-final-eng.pdf
 

Matchmaking System Speeds Mobile Gaming

  • 1. Switchboard: A matchmaking System for Multiplayer Mobile Games Justin Manweiler – Sharad Agarwal – Ming Zhang – Romit Roy Choudhury – Paramvir Bahl MICROSOFT RESEARCH DUKE UNIVERSITY CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 1
  • 2. MAIN POINTS • • • • • • INTRODUCTION MOTIVATION AND PRIOR WORK ESTIMATING CELLULAR LATENCY SWITCHBOARD IMPLEMENTATION & EVALUATION CONCLUTIONS CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 2
  • 3. What is matchmaking Assigning players to games such the game setting are satisfied as well as the latency requirements for an enjoyable game. Solves two problems 1. The service need to know the cellular network latency between players 2. Quickly group players into viable game session. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 3
  • 4. Type of games in cell phones – single player , turn based(card games) , FPS , multiplayer only over Bluetooth or WIFI. Problem of multiplayer games is LATENCY Latency depends – Network speed of a player in a game. Solving this problem by effective matchmaking. – Players must be grouped: 1. Each player’s network performance meets needs of the game 2. Size of group must be inside the limits of the game The challenging type of matchmaking is P2P. The reason is because with servers the cost is big.(so vie 3G we can communicate) CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 4
  • 5. • • • • This is the first paper to address the matchmaking problem for multiplayer games over cellular networks. We show that it reduces P2P over phone the latency compared via server. It is possible to estimate or predict latency that a phone have. How if we use the latency estimation we can reduce the burden for effective matchmaking Design and implement Switchboard. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 5
  • 6. Latency in multiplayer game User behavior can change with 50ms-200ms latency depending the game. Techniques for hiding latency: 1. Lockstep protocol 2. Dead reckoning If the typical network latency of one player is high, then the experience for all players suffers. 1. The game will progress very slow. 2. Will be many consistency correction CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 6
  • 7. 1. Many online games using Matchmaking ( servers ready and goes to server with low latency) 2. Star-hub topology (how we can take the host by one be the central server) 3. Clique (directly communicate with an other player) CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 7
  • 8. The latency between two phones By the popularity of P2P online games, we believe that low latency , Multiplayer games over cellular data networks are better enabled through P2P Compare 4 strategies P2P using 1,2 many geographic servers. Direct is P2P the other is with servers. It is better via direct(P2P) CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 8
  • 9. • The same mobile networks can experience very different latencies. • One of the most important aspects of matchmaking is knowing the latency each player will have to each potential peer. • Once the latencies between players are measured or predicted the remaining challenge in matchmaking is to group them into viable game sessions. • Creating such groups under latency constraints while maximizing group sizes is related to the minimum clique partition problem. Which is NP-complete. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 9
  • 10. Estimating cellular latency We use the FRH : First Responding Hope. (when a trace rout is attempted from a phone to any destination on the internet, it is the first hop beyond the phone to respond with ICMP) Internet Control Message Protocol (ICMP) For to estimate the latency CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 10
  • 11. Predict the future latency of a phone How 3G latency vary over time? • For wired connections to the internet a common latency is the mean of a small number of pings. • The latency a phone experiences over a short duration of time. • 15 second window of measurements is very predictive of future latencies. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 11
  • 12. Predict the future latency of a phone Over what timescale is 3G latency predictable? • We show the mean time window to window change in latency to the FRH, which shows a dip around 15 minutes. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 12
  • 13. Slightly different behavior Confirms the highest stability 15 minute duration CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 13
  • 14. Predict the future latency of a phone How many future time windows is one window predictive of? • 15 minute time of window is very predictive . • How rapidly this predictive power degrades over successive 15 m time window dows. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 14
  • 15. Predict the future latency of a phone How many measurements are needed in each time window 60 packets over a course of 15 minutes is a reasonable trade-off CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 15
  • 16. Using the latency of one phone to predict the future of a different phone • We have found that a phone needs to measure its latency about 60 times in a 15 minute window to predict its latency in future 15 minute window. We need to determine what parameters of connectivity that if are the same between two phones also mean that they are share similar latency. (different latency in Redmond and Durham) CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 16
  • 17. Using the latency of one phone to predict the future of a different phone Connectivity parameters with little influence Negative findings before the positive findings: 1. IP address is representative of a phone’s latency 2. Correlation between 3G signal strength and its latency 3. Will driving in the city doing experiments we see little correlation between speed and latency 4. Latency variation over a human-induced load on the network 5. The results are specific to HSDPA connectivity CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 17
  • 18. Using the latency of one phone to predict the future of a different phone Phones under the same cell tower When a phone is connected to a cellular network certain parameters of that connectivity are exposed to the mobile 1. CID(Cell tower ID) 2. LAC(Location Area Code) EXPERIMENT We placed one phone at a fixed location for long duration of time and a second phone for 30 minutes each in a variety of locations. (Durham , Seattle , Redmond) CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 18
  • 19. The maps of our experiment CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 19
  • 20. Results of Seattle experiment S-home when both are next to each other Latona to the same CT but fare away CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 20
  • 21. Results of Redmond/Durham Similar latency with the same CID CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 21
  • 22. PREDICTING THE LATENCY BETWEEN PHONES • For P2P multiplayer game we need to predict the end to end latency between pairs of phones. • The left most line which is the FRH to FRH latency is fairly straight in comparison. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 22
  • 23. SWITCHBOARD • The Goal of a matchmaking service is to abstract away the problem of assigning players to game sessions so that each game developer does not have independently solve this. • The amount of time that a player spends in the matchmaking lobby has to be minimal as well and should not grow significantly as a game becomes popular and more users participate in the matchmaking. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 23
  • 24. Architecture of Switchboard • Two set of components( client – centralized) cloud based service. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 24
  • 25. SWITCHBOARD Lobby browser Provide ample flexibility in specifying requirements while remaining intuitive. Three types of constraints: 1. A simple requirement for the maximum of players sharing the same game session 2. A simple restriction on the distribution of end to end latency between any pair of players 3. Segregating players into different matchmaking lobbies based in the type of game they want to play. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 25
  • 26. SWITCHBOARD Latency estimator • Grouping agent It will request latency distributions only between those clients that have the same lobby hash. The database keeps a sliding window of measurements from the past 15 minutes. Measurement controller divides the global set of clients into 3 queues 1. Free pool 2. Active pool 3. Cool off pool CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 26
  • 27. SWITCHBOARD Latency estimator Performance measurement 1. The measurement duration 2. The measurement rate 3. A list of unique FRHs The latency Estimator computes this as the sum of 3 components 1. Latency of the first client to its FRH 2. Latency of the second client to its FRH 3. FRH to FRH latency CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 27
  • 28. SWITCHBOARD Grouping Agent For each unique lobby hash the Lobby Service hands over to the Grouping Agent the list of clients the maximum number of players and the latency test parameters. Obtains the latency distribution between each pair of clients in this lobby from the Latency Estimator. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 28
  • 29. SWITCHBOARD Grouping algorithm The goal of the algorithm is to assign players to different groups 1. Maximizes the number of player to each group. 2. Satisfies the latency and group size constraints. While there exist many clustering methods ( to solve grouping problem) we pick hierarchical and quality threshold clustering because they have low computational complexity and can easily accommodate different group topologies. The clustering methods can work with any topology. The grouping algorithm is polynomial CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 29
  • 30. IMPLEMENTATION & EVALUATION IMPLEMENTATION Matchmaking itself is not very sensitive to small latencies because it is only sets up the game session and is not used during game play itself. Hence we have deployed only a centralized instance of the service. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 30
  • 31. IMPLEMENTATION & EVALUATION EVALUATION OF GROUPING We now evaluate the importance of pair wise latency estimation for effective grouping and the impact of bucket size on grouping time and group sizes. Franction of total population FracPop(T)= Pop(C) and ntower(C) : population number TotalPop = total population CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 31
  • 32. IMPLEMENTATION & EVALUATION EVALUATION OF GROUPING We now evaluate the importance of pair wise latency estimation for effective grouping and the impact of bucket size on grouping time and group sizes. Franction of total population FracPop(T)= Pop(C) and ntower(C) : population number TotalPop = total population CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 32
  • 33. IMPLEMENTATION & EVALUATION EVALUATION OF GROUPING We generate a set of n players using this model. For each tower T we generate n x FracPop(T) players. We can compute the latency between any pair of players (p1,p2) rttFRH(p1)+ rttFRH(p2) + rtt(FRH(p1),FRH(p2)) rtt(FRH(p1),FRH(p2)) between FRH(p1) and FRH(p2) CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 33
  • 34. IMPLEMENTATION & EVALUATION LATENCY VS GEOGRAPHY-BASED GROUPING • We try another one algorithm which groups players by their geographic proximity. • Note each GeoGroup produced by the geography-based grouping • Geography-based grouping produces larger viable groups when the distance constraint increases. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 34
  • 35. IMPLEMENTATION & EVALUATION LATENCY VS GEOGRAPHY-BASED GROUPING • This effect diminishes as the constraint increases. • This effect diminishes as the constraint surpasses 400 miles. • Larger distance constraint produces bigger GeoGroup. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 35
  • 36. IMPLEMENTATION & EVALUATION EFFECT OF BUCKET SIZE Impact of group size. Bigger size improves ratio. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 36
  • 37. IMPLEMENTATION & EVALUATION END TO END EVALUATION We evaluate the performance of the complete end to end Switchboard as a whole including measurement and grouping. Each client waits for placement in a matchmaking group until: 1. Such a group is formed 2. Switchboard determines that the client’s first-hop latency is too high, and thus group placement is impossible. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 37
  • 38. IMPLEMENTATION & EVALUATION END TO END EVALUATION As the number of clients using Switchboard increases: 1. Server bandwidth requirements scale sub-linearly 2. Per-client probing overheads decrease 3. Larger group can be formed 4. Client delays for measurement and grouping decrease CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 38
  • 39. IMPLEMENTATION & EVALUATION BANDWIDTH AND PROBING REQUIREMENTS Client to server bandwidth over time aggregated across all clients connected to Switchboard 60 measurements in 15 minutes CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 39
  • 40. IMPLEMENTATION & EVALUATION BANDWIDTH AND PROBING REQUIREMENTS Distribution of ICMP measurements performed my each client. Greater load of Switchboard overhead for each client becomes lower and more predictable. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 40
  • 41. IMPLEMENTATION & EVALUATION Client Matchmaking Experience We evaluate the size of viable groups that Switchboard creates how long clients wait for those results. higher client arrival rates ,it is possible to form larger matchmaking groups. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 41
  • 42. IMPLEMENTATION & EVALUATION Client Matchmaking Experience This is expected, since at higher arrival rates, the steady-state number of waiting clients is also higher-providing a larger pool of clients on which to cluster. The bucket size here reflects the maximum number of clients that can be simultaneously clustered. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 42
  • 43. IMPLEMENTATION & EVALUATION Client Matchmaking Experience • The total amount of time a client spends in matchmaking, broken down by the measurement delay and the grouping delay • A peer will wait till it grouped. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 43
  • 44. Conclusion • We demonstrate that P2P in 3G is a viable way to both reduce the latency of such games and the cost to the developer to maintain game servers. • Depending the number and the location of servers P2P can reduce the latency as much as 148ms. • We show that a small number of measurements in a 15 minute window sufficiently characterizes not only the latency of that phone but also of the others to the same Cell Tower. CHRIS BOURSINOS/AUEB 2011/ DISTRIBUTED SYSTEMS - V. KALOGERAKH/FALL 2011 44