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.File | Dimensione | Formato | |
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