In recent years we are witnessing an increasing interest of young players in Multiplayer Online Battle Arenas (MOBAs). In a MOBA, two or more teams compete for resources on a limited map with real-time interactions. In order to achieve the required level of coordination, network performances must offer to each player an adequate and uniform Round Trip Time (RTT) to the game server. Unfortunately, different ISPs will give different RTTs based on technical and commercial settings. In this paper, we define an overlay network to convey all the team traffic through the teammate with the lowest end-to-end delay to the game server. By doing so, we leverage on the peering between ISPs, usually offering better performances due to commercial agreements, to obtain an homogeneous and bounded delay for all team members. The proposed solution has been tested using the popular game League of Legends. In this paper preliminary, and promising, results are presented.

Improving Performances in League of Legends by Exploiting Inter-Operator Peering / F. Bassi, D. Maggiorini, M. Granato, L.A. Ripamonti, D. Gadia (IEEE INTERNATIONAL SYMPOSIUM ON PERSONAL, INDOOR, AND MOBILE RADIO COMMUNICATIONS WORKSHOPS). - In: 2018 IEEE 29th Annual International Symposium on Personal, Indoor and Mobile Radio Communications (PIMRC)[s.l] : IEEE, 2018. - ISBN 9781538660096. - pp. 1-5 (( Intervento presentato al 29. convegno Annual International Symposium on Personal, Indoor and Mobile Radio Communications tenutosi a Bologna nel 2018 [10.1109/PIMRC.2018.8580696].

Improving Performances in League of Legends by Exploiting Inter-Operator Peering

D. Maggiorini
;
M. Granato;L.A. Ripamonti;D. Gadia
2018

Abstract

In recent years we are witnessing an increasing interest of young players in Multiplayer Online Battle Arenas (MOBAs). In a MOBA, two or more teams compete for resources on a limited map with real-time interactions. In order to achieve the required level of coordination, network performances must offer to each player an adequate and uniform Round Trip Time (RTT) to the game server. Unfortunately, different ISPs will give different RTTs based on technical and commercial settings. In this paper, we define an overlay network to convey all the team traffic through the teammate with the lowest end-to-end delay to the game server. By doing so, we leverage on the peering between ISPs, usually offering better performances due to commercial agreements, to obtain an homogeneous and bounded delay for all team members. The proposed solution has been tested using the popular game League of Legends. In this paper preliminary, and promising, results are presented.
No
English
Settore INF/01 - Informatica
Intervento a convegno
Esperti anonimi
Ricerca applicata
Pubblicazione scientifica
2018 IEEE 29th Annual International Symposium on Personal, Indoor and Mobile Radio Communications (PIMRC)
IEEE
2018
1
5
5
9781538660096
Volume a diffusione internazionale
Annual International Symposium on Personal, Indoor and Mobile Radio Communications
Bologna
2018
29
Convegno internazionale
scopus
crossref
Aderisco
F. Bassi, D. Maggiorini, M. Granato, L.A. Ripamonti, D. Gadia
Book Part (author)
reserved
273
Improving Performances in League of Legends by Exploiting Inter-Operator Peering / F. Bassi, D. Maggiorini, M. Granato, L.A. Ripamonti, D. Gadia (IEEE INTERNATIONAL SYMPOSIUM ON PERSONAL, INDOOR, AND MOBILE RADIO COMMUNICATIONS WORKSHOPS). - In: 2018 IEEE 29th Annual International Symposium on Personal, Indoor and Mobile Radio Communications (PIMRC)[s.l] : IEEE, 2018. - ISBN 9781538660096. - pp. 1-5 (( Intervento presentato al 29. convegno Annual International Symposium on Personal, Indoor and Mobile Radio Communications tenutosi a Bologna nel 2018 [10.1109/PIMRC.2018.8580696].
info:eu-repo/semantics/bookPart
5
Prodotti della ricerca::03 - Contributo in volume
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/619733
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