Jacob R. Lorch

Matchmaking for Online Games and Other Latency-Sensitive P2P Systems

By: 
Sharad Agarwal and Jacob R. Lorch
Appears in: 
CCR October 2009

The latency between machines on the Internet can dramatically affect users’ experience for many distributed applications. Particularly, in multiplayer online games, players seek to cluster themselves so that those in the same session have low latency to each other. A system that predicts latencies between machine pairs allows such matchmaking to consider many more machine pairs than can be probed in a scalable fashion while users are waiting.

Donnybrook: Enabling Large-Scale, High-Speed, Peer-to-Peer Games

By: 
Ashwin Bharambe, John R. Douceur, Jacob R. Lorch, Thomas Moscibroda, Jeffrey Pang, Srinivasan Seshan, and Xinyu Zhuang
Appears in: 
CCR October 2008

Without well-provisioned dedicated servers, modern fast-paced action games limit the number of players who can interact simultaneously to 16-32. This is because interacting players must frequently exchange state updates, and high player counts would exceed the bandwidth available to participating machines. In this paper, we describe Donnybrook, a system that enables epicscale battles without dedicated server resources, even in a fastpaced game with tight latency bounds. It achieves this scalability through two novel components.

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