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

Slides:



Advertisements
Similar presentations
PAINTBALL Everything you never needed to know…. Common Perceptions A typical Paintballer.
Advertisements

Tic-Tac-Tolerance Steve and Torsten. Introduction We decided to play Tic-Tac-Toe with subjects in order to test mean number of games played We are looking.
 The Player  Objectives  Procedures  Rules  Resources  Conflict  Boundaries  Outcome.
RULES ● Each team must consist of 3 players ● 3 1vs1 games will be played between two teams in a match ● In case of tie ONE 2v2 game will be played ●
Motion and Scene Complexity for Streaming Video Games Mark Claypool Computer Science Department Worcester Polytechnic Institute Worcester, Massachusetts,
Relating Cognitive Models of Computer Games to User Evaluations of Entertainment Paolo Piselli, Mark Claypool Worcester Polytechnic Institute Worcester,
Perspectives, Frame Rates and Resolutions: It's all in the Game Mark Claypool Kajal Claypool Worcester Polytechnic Institute Worcester, MA, USA
The Technology of the Game - Latency and Online Games Mark Claypool Associate Professor Computer Science Director Interactive Media and Game Development.
Game Server Selection for Multiple Players Steven Gargolinski Christopher St. Pierre Mark Claypool Computer Science Department Worcester Polytechnic Institute.
Presentation: Usability Testing Steve Laumaillet November 22, 2004 Comp 585 V&V, Fall 2004.
MediaPlayer ™ vs. RealPlayer ™ A Comparison of Network Turbulence Mingzhe Li, Mark Claypool, Robert Kinicki CS Department Worcester Polytechnic Institute.
Network Characteristics for Server Selection in Online Games Mark Claypool Computer Science Department Worcester Polytechnic Institute Worcester, Massachusetts,
CounterMeasures: An Interactive Game for Security Training Advised by: Mark Claypool Kathi Fisler Craig Jordan (IMGD) Matt Knapp (CS) Dan Mitchell (CS)
The Effects of Loss and Latency on User Performance in Unreal Tournament 2003 Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu,
The Effects of Loss and Latency on User Performance in Unreal Tournament 2003 Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu,
Traffic Analysis of Avatars in Second Life James Kinicki and Mark Claypool Computer Science Department Worcester Polytechnic Institute Worcester, Massachusetts,
On the Turbulence * of Nintendo DS and Sony PSP Hand-held Network Games Mark Claypool Computer Science Department Worcester Polytechnic Institute.
Adaptive Content Delivery for Scalable Web Servers Authors: Rahul Pradhan and Mark Claypool Presented by: David Finkel Computer Science Department Worcester.
The Effects of Frame Rate and Resolution on Users Playing First Person Shooter Games Mark Claypool CS Department Worcester Polytechnic Institute
The Effects of Latency on User Performance in Warcraft III Nathan Sheldon, Eric Gerard, Seth Borg, Mark Claypool, Emmanuel Agu Computer Science Department.
The Effects of Latency on Player Performance in Cloud-based Games Mark Claypool and David Finkel Computer Science and Interactive.
Damian Gordon.  Summary and Relevance of topic paper  Definition of Usability Testing ◦ Formal vs. Informal methods of testing  Testing Basics ◦ Five.
Charles Caltagirone  A computer based software program for documentation  Allows athletic trainer to keep files in a computer rather than in a cabinet.
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 PARAMETRIC VERSUS NONPARAMETRIC STATISTICS Heibatollah Baghi, and Mastee Badii.
CIS 487: Formal Game Review NBA LIVE 2004 Presented by Steven Myslinski.
Daniel Korycinski CIS 487.  Developer: Valve Corporation  Game Type: First Person Shooter (FPS)  Rated for a mature audience  Price: $19.95.
Mixed-level English classrooms What my paper is about: Basically my paper is about confirming with my research that the use of technology in the classroom.
1 School of Health in Social Science 2011 UG Entrants’ Survey Analysis.
Experiments & Statistics. Experiment Design Playtesting Experiments don’t have to be “big”--many game design experiments take only 30 minutes to design.
PODCASTING IN THE TEACHING OF ENGLISH Made Hery Santosa Ganesha University of Education Singaraja, Bali, Indonesia
What is Usability? Usability Is a measure of how easy it is to use something: –How easy will the use of the software be for a typical user to understand,
Symptoms of Concern  Preoccupied  Irritable with mood swings  Regularly checking computer for information  Bringing a laptop into bed  Ignoring family.
Mark Claypool’s MQP Projects Network Games Streaming Media.
Class Usability Experience User slides are in BLUE.
Windows 7 Your Life, Simplified System Requirements  1GB of RAM (2GB for 64Bit Version)  2Ghz processor speed  At least 20GB for Hard Disk Space 
Latency Can Kill: Precision and Deadline in Online Games Mark Claypool Professor of CS Director of IMGD Worcester Polytechnic Institute Kajal Claypool.
AP Statistics Chapter 20 Notes
How to play Naruto-Arena Jeremiah Zehner Period 3 3/13/09.
1 Ss. Colman-John Neumann Basketball Survey 2008/2009.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Martial Arts in Artificial Reality Advisor : Dr. Hsu Presenter.
What is gaming console & platform? A game console is a device which outputs video signal into TV screen to display the video game. A platform is in which.
Today’s Computers By Sharif Safdary. The right computer for you. Advantages to Laptops Advantages to Laptops Size Size Weight Weight Portability Portability.
Measurement-based Analysis of the Video Characteristics of Twitch.tv Mark Claypool, Daniel Farrington, and Nicholas Muesch Computer.
On The Battle between Lag and Online Gamers Po-Han Tseng, Nai-Ching Wang, Ruei-Min Lin, and Kuan-Ta Chen Institute of Information Science, Academia Sinica.
Surrender at 20? Matchmaking in League of Legends Mark Claypool, Jonathan Decelle, Gabriel Hall, and Lindsay O'Donnell Computer Science.
Evaluating Fun Factor of Entertainment Software Using Different Modes of Input Christin Hamilton Katie Nobles Brandi Smith Jamey White.
Conflicting Information Reliability vs. Validity Using the Internet, define the following: –Reliability –Validity.
Predicting the Perceived Quality of a First Person Shooter Game The Team Fortress 2 T-Model David Dwyer Eric Finn Advisor: Mark Claypool 1.
The Effects of Latency on Player Performance in Cloud-based Games Mark Claypool and David Finkel Worcester Polytechnic Institute 1 In Proceedings of the.
Troy Cassata. What is Team Domination About  We are a group of mainly gamers.  We usually get together to enjoy at once to play an online game.  Some.
Emergence of MOBA Game PROSENJIT ROY ( ) KAPOL DEBNATH DIP ( ) SALEH MD. ABU SINAN ( ) Topic 1 Emergence of MOBA Games.
Landscape Survey Summary. Classes Offered: from 2012 to 2014 Keyboarding classes decreased by 8% Pre-AP CS increased by 10% AP CS is offered at an equal.
Nerfs, Buffs and Bugs – Analysis of the Impact of Patching on League of Legends Artian Kica, Andrew La Manna, Lindsay O’Donnell, Tom Paolillo Mark Claypool.
PC Components Microprocessor - performs all computations RAM - larger RAM memory contains more data Motherboard - holds all the above components Ports.
Introduction IMGD 2905.
Game Evaluation Michael Awada.
GAME EVALUATION Luis Gonzalez-Prendes September 21, 2016 CIS 487
Prof Emmanuel Agu Prof Mark Claypool Computer Science Dept.
On Models for Game Input with Delay – Moving Target Selection with a Mouse Mark Claypool Mark Claypool. On Models for Game Input with Delay - Moving Target.
Nerfs, Buffs and Bugs – Analysis of the Impact of Patching on League of Legends Artian Kica, Andrew La Manna, Lindsay O’Donnell, Tom Paolillo Mark Claypool.
On Models for Game Input with Delay – Moving Target Selection with a Mouse Mark Claypool Mark Claypool. On Models for Game Input with Delay - Moving Target.
Game Server Selection for Multiple Players
Change Detection in a Virtual Environment
Inferential Statistics
Ivan Ramler and Choong-Soo Lee
Introduction IMGD 2905.
League of Legends Player Analytics
Assignment of Games to Servers in the OnLive Cloud Game System
Introduction IMGD 2905.
Presentation transcript:

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 grouping players of similar skill Improve? Some published work [1,2] but lacking… 1.Matchmaking in practice 2.Matchmaking correlated with player opinion 2 Too hard!Too easy!Just right! Game Balance Fun Sweet spot

Matchmaking in League of Legends This paper  matchmaking in League of Legends (LoL) League of Legends (Riot Games 2009) – Played by more than 27 million people each day [3] – Professional leagues Players ranked, teams of 5 players, team vs. team – If really imbalanced game? Can surrender 20 minutes in User study – Play LoL in controlled environment – Record objective data (e.g., player rank and game stats) – Provide survey for subjective data (e.g., match balance and enjoyment) 3

Teasers Objective 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! 4

Outline Introduction(done) Methodology Results Conclusion 5

Methodology Computer lab with 9 computers – 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 (solo queue) 2.(We gather objective data from OP GG ) 3.Players provide subjective opinions 6

Outline Introduction(done) Methodology(done) Results(next) – Demographics – Objective balance – Subjective balance – Enjoyment Conclusion 7

Demographics 52 complete responses 23 unique users – 70% white, mostly years, mostly males Most played LoL – 80% once a week – 50% once a day – 60% played solo 8 Our study slightly more uniform distribution of rank than LoL population

Objective Team Imbalance 9 Goal: Players of similar skill on each team Result: Most teams are balanced But about 10% more than 3 from mean

Objective Game Imbalance 10 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) 11 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) 12 Players generally felt imbalance in other teams favor

Subjective Game Imbalance (3 of 3) 13 Win? Game is balanced Lose? Game is imbalanced

Subjective Game Enjoyment 14 “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 15 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 16

Future Work Other LoL game modes – Normal (unranked), Dominion, 3v3 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 17

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 18