JEHN-RUEY JIANG, GUAN-YI SUNG, JIH-WEI WU NATIONAL CENTRAL UNIVERSITY, TAIWAN PRESENTED BY PROF. JEHN-RUEY JIANG LOM: A LEADER ORIENTED MATCHMAKING ALGORITHM.

Slides:



Advertisements
Similar presentations
Multiplayer Online Games An-Cheng Huang Bruce Maggs.
Advertisements

Intel Research Internet Coordinate Systems - 03/03/2004 Internet Coordinate Systems Marcelo Pias Intel Research Cambridge
Multicast in Wireless Mesh Network Xuan (William) Zhang Xun Shi.
Research: Group communication in distributed interactive applications Student: Knut-Helge Vik Institute: University of Oslo, Simula Research Labs.
Analysis and Modeling of Social Networks Foudalis Ilias.
1 Maximum flow sender receiver Capacity constraint Lecture 6: Jan 25.
1 Advancing Supercomputer Performance Through Interconnection Topology Synthesis Yi Zhu, Michael Taylor, Scott B. Baden and Chung-Kuan Cheng Department.
Yu Stephanie Sun 1, Lei Xie 1, Qi Alfred Chen 2, Sanglu Lu 1, Daoxu Chen 1 1 State Key Laboratory for Novel Software Technology, Nanjing University, China.
Da Yan, Zhou Zhao and Wilfred Ng The Hong Kong University of Science and Technology.
Search in Power-Law Networks Presented by Hakim Weatherspoon CS294-4: Peer-to-Peer Systems Slides also borrowed from the following paper Path Finding Strategies.
Switchboard: A Matchmaking System for Multiplayer Mobile Games Justin Manweiler, Sharad Agarwal, Ming Zhang, Romit Roy Choudhury, Paramvir Bahl ACM MobiSys.
Measurement and Estimation of Network QoS among Peer Xbox Game Players Youngki Lee, KAIST Sharad Agarwal, Microsoft Research Chris Butcher, Bungie Studio.
Using Structure Indices for Efficient Approximation of Network Properties Matthew J. Rattigan, Marc Maier, and David Jensen University of Massachusetts.
Distributed Systems and the WWW Extending the Capability of Massively Multiplayer Online Games by Introducing Distributed Systems as World Servers Jason.
1 Caching/storage problems and solutions in wireless sensor network Bin Tang CSE 658 Seminar on Wireless and Mobile Networking.
© Honglei Miao: Presentation in Ad-Hoc Network course (19) Minimal CDMA Recoding Strategies in Power-Controlled Ad-Hoc Wireless Networks Honglei.
Computing Trust in Social Networks
1 Efficient Placement and Dispatch of Sensors in a Wireless Sensor Network Prof. Yu-Chee Tseng Department of Computer Science National Chiao-Tung University.
The community-search problem and how to plan a successful cocktail party Mauro SozioAris Gionis Max Planck Institute, Germany Yahoo! Research, Barcelona.
Network Analysis of Counter-strike and Starcraft Mark Claypool, David LaPoint, Josh Winslow Worcester Polytechnic Institute Worcester, MA, USA
1 Efficient Management of Data Center Resources for Massively Multiplayer Online Games V. Nae, A. Iosup, S. Podlipnig, R. Prodan, D. Epema, T. Fahringer,
1 The Orphan Problem in ZigBee- based Wireless Sensor Networks IEEE Trans. on Mobile Computing (also in MSWiM 2007) Meng-Shiuan Pan and Yu-Chee Tseng Department.
Models of Influence in Online Social Networks
Graph-based consensus clustering for class discovery from gene expression data Zhiwen Yum, Hau-San Wong and Hongqiang Wang Bioinformatics, 2007.
Efficient Gathering of Correlated Data in Sensor Networks
Modeling Relationship Strength in Online Social Networks Rongjing Xiang: Purdue University Jennifer Neville: Purdue University Monica Rogati: LinkedIn.
The importance of enzymes and their occurrences: from the perspective of a network W.C. Liu 1, W.H. Lin 1, S.T. Yang 1, F. Jordan 2 and A.J. Davis 3, M.J.
Network Aware Resource Allocation in Distributed Clouds.
1 11 Subcarrier Allocation and Bit Loading Algorithms for OFDMA-Based Wireless Networks Gautam Kulkarni, Sachin Adlakha, Mani Srivastava UCLA IEEE Transactions.
Peer-to-Peer AOI Voice Chatting for Massively Multiplayer Online Games (P2P-NVE 2007 workshop) Jehn-Ruey Jiang and Hung-Shiang Chen Adaptive Computing.
Presenter: Jen Hua Chi Adviser: Yeong Sung Lin Network Games with Many Attackers and Defenders.
Prediction Assisted Single-copy Routing in Underwater Delay Tolerant Networks Zheng Guo, Bing Wang and Jun-Hong Cui Computer Science & Engineering Department,
Lecture 16 Maximum Matching. Incremental Method Transform from a feasible solution to another feasible solution to increase (or decrease) the value of.
To Blog or Not to Blog: Characterizing and Predicting Retention in Community Blogs Imrul Kayes 1, Xiang Zuo 1, Da Wang 2, Jacob Chakareski 3 1 University.
ACM NOSSDAV 2007, June 5, 2007 IPTV Experiments and Lessons Learned Panelist: Klara Nahrstedt Panel: Large Scale Peer-to-Peer Streaming & IPTV Technologies.
Statistical Sampling-Based Parametric Analysis of Power Grids Dr. Peng Li Presented by Xueqian Zhao EE5970 Seminar.
G-REMiT: An Algorithm for Building Energy Efficient Multicast Trees in Wireless Ad Hoc Networks Bin Wang and Sandeep K. S. Gupta NCA’03 speaker : Chi-Chih.
Peer-to-Peer AOI Voice Chatting for Massively Multiplayer Online Games (P2P-NVE 2007 workshop) Jehn-Ruey Jiang and Hung-Shiang Chen Presenter: Shun-Yun.
Interaction of Overlay Networks: Properties and Implications Joe W.J. Jiang Dah-Ming Chiu John C.S. Lui The Chinese University of Hong Kong.
Xiangnan Kong,Philip S. Yu Multi-Label Feature Selection for Graph Classification Department of Computer Science University of Illinois at Chicago.
Intel Confidential – Internal Only Co-clustering of biological networks and gene expression data Hanisch et al. This paper appears in: bioinformatics 2002.
Robustness of complex networks with the local protection strategy against cascading failures Jianwei Wang Adviser: Frank,Yeong-Sung Lin Present by Wayne.
Jiafeng Guo(ICT) Xueqi Cheng(ICT) Hua-Wei Shen(ICT) Gu Xu (MSRA) Speaker: Rui-Rui Li Supervisor: Prof. Ben Kao.
University “Ss. Cyril and Methodus” SKOPJE Cluster-based MDS Algorithm for Nodes Localization in Wireless Sensor Networks Ass. Biljana Stojkoska.
KAIS T On the problem of placing Mobility Anchor Points in Wireless Mesh Networks Lei Wu & Bjorn Lanfeldt, Wireless Mesh Community Networks Workshop, 2006.
SocialVoD: a Social Feature-based P2P System Wei Chang, and Jie Wu Presenter: En Wang Temple University, PA, USA IEEE ICPP, September, Beijing, China1.
CS223 Advanced Data Structures and Algorithms 1 Maximum Flow Neil Tang 3/30/2010.
Comparison of Tarry’s Algorithm and Awerbuch’s Algorithm CS 6/73201 Advanced Operating System Presentation by: Sanjitkumar Patel.
Big traffic data processing framework for intelligent monitoring and recording systems 學生 : 賴弘偉 教授 : 許毅然 作者 : Yingjie Xia a, JinlongChen a,b,n, XindaiLu.
Online Gaming and it’s History Online gaming is playing videogames with opponents through the use of networks. It all began in the early nineties. A small.
Patch Scheduling for On-line Games Chris Chambers Wu-chang Feng Portland State University.
Speaker : Yu-Hui Chen Authors : Dinuka A. Soysa, Denis Guangyin Chen, Oscar C. Au, and Amine Bermak From : 2013 IEEE Symposium on Computational Intelligence.
Sporadic model building for efficiency enhancement of the hierarchical BOA Genetic Programming and Evolvable Machines (2008) 9: Martin Pelikan, Kumara.
Community structure in graphs Santo Fortunato. More links “inside” than “outside” Graphs are “sparse” “Communities”
1 An Efficient Optimal Leaf Ordering for Hierarchical Clustering in Microarray Gene Expression Data Analysis Jianting Zhang Le Gruenwald School of Computer.
A Connectivity-Based Popularity Prediction Approach for Social Networks Huangmao Quan, Ana Milicic, Slobodan Vucetic, and Jie Wu Department of Computer.
1 Link Privacy in Social Networks Aleksandra Korolova, Rajeev Motwani, Shubha U. Nabar CIKM’08 Advisor: Dr. Koh, JiaLing Speaker: Li, HueiJyun Date: 2009/3/30.
Cmpe 588- Modeling of Internet Emergence of Scale-Free Network with Chaotic Units Pulin Gong, Cees van Leeuwen by Oya Ünlü Instructor: Haluk Bingöl.
Matchmaking for Online Games and Other Latency-Sensitive P2P Systems
Prof. Yu-Chee Tseng Department of Computer Science
TEMPLE UNIVERSITY Deadline-Sensitive Mobile Data Offloading via Opportunistic Communications Guoju Gaoa, Mingjun Xiao∗a, Jie Wub, Kai Hana, Liusheng Huanga.
Greedy & Heuristic algorithms in Influence Maximization
Introduction to Wireless Sensor Networks
Server Allocation for Multiplayer Cloud Gaming
Lecture 16 Maximum Matching
3.5 Minimum Cuts in Undirected Graphs
Noémi Gaskó, Rodica Ioana Lung, Mihai Alexandru Suciu
Alan Kuhnle*, Victoria G. Crawford, and My T. Thai
复杂网络可控性 研究进展 汪秉宏 2014 北京 网络科学论坛.
Maximum Flow Neil Tang 4/8/2008
Presentation transcript:

JEHN-RUEY JIANG, GUAN-YI SUNG, JIH-WEI WU NATIONAL CENTRAL UNIVERSITY, TAIWAN PRESENTED BY PROF. JEHN-RUEY JIANG LOM: A LEADER ORIENTED MATCHMAKING ALGORITHM FOR MULTIPLAYER ONLINE GAMES

Outline Introduction Related Work LOM Algorithm Performance Evaluation Conclusion 2

Outline Introduction Related Work LOM Algorithm Performance Evaluation Conclusion 3

MOG (Multiplayer Online Game) A popular networked game in which multiple geographically distributed players can join the same game and interact with each other simultaneously First Person Shooter (FPS) Game Real-Time Strategy (RTS) Game Role Playing Game (RPG) 4

Matchmaking The process to arrange players into online game teams/sessions 5

The Evolution of Matchmaking Manual matchmaking  PC games  Players select server/team manually. Automatic matchmaking  Mobile games, somatosensory games, modern PC games, etc.  The gaming system automatically arranges players into feasible session/team. 6

Types of Matchmaking Connection-based Skill-based P2P MOG players with similar mutual network connection speeds are matched up and C/S MOG players with similar server connection speeds are matched up. Players are estimated with a skill rating system on the basis of their game performances and experiences, and players with close skill ratings are matched up. 7

Outline Introduction Related Work LOM Algorithm Performance Evaluation Conclusion 8

Related Work Htrae [Agarwal and Lorch, 2009]  It is a connection-based matchmaking algorithm.  It synthesizes geolocations for all machines with a network coordination system. Switchboard [Manweiler et. al., 2011]  It is a connection-based matchmaking algorithm.  It focuses on efficiently group players into game sessions on cellular networks.  It investigates how the cellular network latencies affect the performance of MOGs. 9

Related Work FunNet [Delalleau et al., 2012]  It considers that player skill levels are hard to obtain and predict.  The FunNet model is constructed by the neural network to find out the significant factors that determine the "fun score". Players’ Behavior Database [Véron et. al., 2014]  It gathers and analyzes more than 28 million game sessions of data from League of Legends.  It is a reusable database for establishing effective matchmaking criteria. 10

Outline Introduction Related Work LOM Algorithm Performance Evaluation Conclusion 11

LOM: Leader Oriented Matchmaking It relies on the association-based criterion, by which players with high association are grouped into a session/team. Each game session/team has a preselected leader. A player joins into a team whose leader has the highest association degree with the player. It is an optimized association-based matching scheme on the basis of the minimum-cost maximum- flow (MCMF) algorithm. 12

The Bipartite Graph for LOM n: the total number of players k=  n/h  : the number of teams/sessions, where h is the number of players per team/session Wl x m y : the association degree between l x and m y. The smaller Wl x m y is, the closer the association between l x and m y. l1l1 l2l2 lklk m1m1 m2m2 m n-k m3m3 ‧‧‧‧‧‧ ‧‧‧‧‧‧ Members Leaders Wl 1 m 1 Wl 2 m 2 Wl 1 m 3 ‧ Wl k m n-k 13

The Flow Network for LOM Members l1l1 l2l2 lklk m1m1 m2m2 m n-k m3m3 ‧‧‧‧‧‧ ‧‧‧‧‧‧ Leaders (h-1, 0) ‧ (h-1, 0) ST (1, Wl 1 m 1 ) (1, Wl 1 m 2 ) (1, Wl 1 m 3 ) ‧ (1, Wl k m n-k ) (1, 0) ‧ (1, 0) h: the number of players per team/session S is source node, and T is sink node in the MCMF algorithm. Each edge has a capacity and a weight, denoted by the pair (capacity, weight). 14

LOM Relies on the MCMF Algorithm Minimum-Cost Maximum-Flow (MCMF) Algorithm  It returns a flow plan with the maximum flows going from S to T of the minimum costs (weights)  The weight of edges incident to S and T is 0.  Every edge between a leader node and a member node has the capacity 1.  According to the minimum cost criterion of the MCMF algorithm, all the picked edges have a minimum summation of total weights.  The picked edges are the matched pairs who make the whole system has the minimum weight (highest association degree) in average. 15

Outline Introduction Related Work LOM Algorithm Performance Evaluation Conclusion 16

Parameter Settings Schemes for Comparison  M2L Greedy  L2M Greedy  Random The Scale of the Game  100, 200, 300, 400, 500 players The Session Size is 10 Every member node, from the first to the last, selects an un-fully- matched leader node with the minimum association weight. Every leader node, from the first to the last, selects h-1 unselected member nodes with the top h-1 minimum association weights. It randomly selects h-1 edges between a leader node and member nodes. 17

Comparisons 18

Comparisons 19

Observations LOM outperforms L2M, M2L and Random algorithms. The time complexity of LOM is O(n 5 ), while the time complexities of L2M, M2L, and Random algorithms are O(n 2 ), O(n 2 ), and O(n), respectively. 20

Outline Introduction Related Work LOM Algorithm Performance Evaluation Conclusion 21

Conclusion LOM is an association-based matchmaking algorithm, which is a new matchmaking scheme other than connection-based and skill-based schemes. LOM outperforms L2M, M2L and Random algorithms. In practice, LOM is a globally optimized algorithm. However, it spends more time, especially for games of larger scales. In the future, we will focus on the problem about how to calculate the association degree between two MOG players more accurately and more efficiently. 22

Thanks! 23