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Matchmaking in Halo 2

It seems that every major video game created these days features a multiplayer mode. Rarely do these games feature a local, split-screen multiplayer mode; there is often only an online multiplayer. Players across the world area connect to a single game to play together. But how are these players connected? In early online games such as Doom, online gaming required the player to know the physical IP of a host (individual or sometimes a server) and type the IP into a prompt. People could only connect to people they knew. Because of this, individuals’ gaming networks would mirror the social network of their personal relationships. Some games, such as Minecraft or Terraria still use this method of connecting.

Today, the most common use of matchmaking is through a method known as “playlists.” Traditionally, a playlist would show the player of list of games currently being played that fit the user’s preferences (e.g. game mode, number of players, etc.). A player known as a “host” would start a game. His game would appear on a playlist, then other players would join the game. This playlist method is still commonly used, but the lists are often hidden to the user; the game automatically connects the player to the game.  On this webpage, the video game company Bungie explains its method of matchmaking players in the game Halo 2. Halo 2 was an early user of this hidden playlist method and made improvements on its selection process. Through hidden playlists, a player is made a host without the player knowing. When enough players connect to the host, the game begins.

In order to visualize this process, one may imagine each player as a node connected to players with similar preferences. This network would consist of several separate clusters made up of potential host players. Each cluster represents a different game mode, or playlist, the player can chose. After choosing a game mode (e.g. Slayer, Capture the Flag, Team Slayer, etc.) the player is connected to one of these clusters. The player is connected to most other players in the cluster, though each connection varies by strength. Halo 2 uses several different properties to place players in the same game. Some properties include skill, geographic location, map preferences, and more. These properties are what determine the strength of the link between the player and the potential hosts. The strongest link represents the optimal gameplay to the player. Since players can only connect directly to a single host, players do not experience triadic closure.  When the strongest or several strongest links are determined, the player is placed into lobby with the host. When other players fill the lobby, the game begins.

It is amazing how many everyday actions are governed by networks but are not given much though. It is interesting to analyze these events in terms of the network’s structure.

Sources:

http://halo.bungie.net/stats/content.aspx?link=h2matchmaking

http://www.giantbomb.com/matchmaking/3015-3334/

http://www.classicdoom.com/doominfo.htm

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