Surrender at 20? Matchmaking in League of Legends Mark Claypool, Jonathan Decelle, Gabriel Hall, and Lindsay O'Donnell Computer Science.

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Surrender at 20? Matchmaking in League of Legends Mark Claypool, Jonathan Decelle, Gabriel Hall, and Lindsay O'Donnell Computer Science and Interactive Media & Game Development Worcester Polytechnic Institute 1

Introduction Online games typically coop or player-versus-player – Critical to have games balanced for fun Matchmaking – process of matching players of similar skill Typically, players join virtual lobby and wait until matched – Tradeoff between waiting time and match balance Unfortunately, little published research on matchmaking done in practice 2 Too hard!Too easy!Just right! Game Balance Fun Sweet spot

Previous Work Vron et al. gathered objective data about matchmaking [1] – But objective data may not correspond to subjective opinions on fairness, balance Delalleau et al. improved matchmaking and recognized need to gather player opinions [2] – But did not explicitly gather subjective opinions on matchmaking Correlating objective matchmaking data with subjective matchmaking opinions – Can help assess current matchmaking algorithms – Can suggest ways to improve current matchmaking Our work  compare perceived balance from player’s perspective to objective balance from game perspective – In League of Legends (next) 3

Matchmaking in League of Legends League of Legends (LoL) (Riot Games 2009) – Played by more than 27 million people each day [3] – Professional leagues, 32 million viewers 2014 World’s 8.5 million simultaneous (16 million for soccer world cup) Player ranking, teams of 5 players, team versus team games – If really imbalanced game? Can surrender 20 minutes in User study – Play LoL in controlled environment – Record objective data (e.g., player rank and queue times) – Provide survey for subjective data (e.g., match balance and enjoyment) 4

Teasers Objective Queue times generally short – Under 1 minute Teams are balanced – 50% players within 1 rank of each other Games are balanced – 80% teams within 1 average rank of each other Subjective Games are not balanced When players win, perceive slight imbalance When players lose, perceive large imbalance Players enjoy winning more than losing (no surprise) (Surprise!) Players most enjoy matches imbalanced in their favor! 5

Outline Introduction(done) League of Legends(next) Methodology Results Conclusion 6

League of Legends (1 of 2) Teams of 5 players – Players ranked into 5 divisions, 5 categories each – Players choose 1 out of 100+ characters Team versus Team Objective: Destroy enemy base – Mini objectives: control lane, destroy towers, kill opponents (respawn) 7

League of Legends (2 of 2) AZF – Azuba Frost TPA – Taipei Assassins 8

Outline Introduction(done) League of Legends(done) Methodology(next) Results Conclusion 9

Methodology Computer lab with 9 computers (Zoo lab) – Windows 7 – LoL version 4.21 – Intel i GHz, 12 GB DDR3 RAM, AMD Radeon graphics, 24” Dell monitors, Headsets 1.Players provide demographic information 2.Play game 2.(We gather objective data from OP GG Players provide subjective opinions 10

Outline Introduction(done) League of Legends(done) Methodology(done) Results(next) – Demographics – Objective balance – Subjective balance – Enjoyment Conclusion 11

Demographics 52 complete responses 23 unique users – 70% white, mostly years, mostly males Most played normal 5v5 matches – 80% once a week – 50% once a day – 60% played solo 12 Our study slightly more uniform distribution of rank than LoL NA population

Queue Times 13 Option: Matchmaking can wait instead of pairing with current lobby Result: Times generally short relative to game length Slightly longer at higher rank (fewer players)

Objective Team Imbalance 14 Goal: Players of similar skill on each team Result: Most teams are balanced But about 10% more than 3 from mean

Objective Game Imbalance 15 Goal: Teams of similar rank versus each other Result: Most games evenly matched But about 5% difference of 2 from mean

Subjective Game Imbalance (1 of 3) 16 Result: Little correlation in subjective imbalance and objective imbalance  Equalizing team ranks alone not sufficient “How even did you feel the game was?”

Subjective Game Imbalance (2 of 3) 17 Result: Players generally felt imbalance in other teams favor

Subjective Game Imbalance (3 of 3) 18 Win? Game is balanced Lose? Game is imbalanced

Subjective Game Enjoyment 19 “How enjoyable was the game you played? Win? Game is fun (70%), never not fun Lose? Game is almost never fun (90%)

Enjoyment versus Balance 20 Imbalance in player’s favor the most fun! Game Balance Fun Sweet spot Game Balance Fun Sweet spot?

Conclusion Matchmaking critical for making teams, making matches But little published work on matchmaking systems and player opinions on them This paper  study of matchmaking for League of Legends – Objective (rank) and Subjective (balance and fun) Results: – Objectively teams and games are balanced – Subjectively games only balanced for winning players – Imbalanced games in players favor are the most fun! Matchmaking systems may want to consider – e.g., balance not so important, as long as player not always on imbalanced side 21

Future Work Other LoL game modes – Normal (unranked), Dominion, 3v3 – Draft pick mode Analysis of other objective data (e.g., in-game stats) Other LoL-type games – Defense of the Ancients 2 (Valve 2013), Heroes of the Storm (Blizzard 2015) Use subjective and objective data in matchmaking 22

Surrender at 20? Matchmaking in League of Legends Mark Claypool, Jonathan Decelle, Gabriel Hall, and Lindsay O'Donnell Computer Science and Interactive Media & Game Development Worcester Polytechnic Institute 23