Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Time Series Analysis, Forecasting and Control
Time Series Analysis, Forecasting and Control
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Networked games: a QoS-sensitive application for QoS-insensitive users?
RIPQoS '03 Proceedings of the ACM SIGCOMM workshop on Revisiting IP QoS: What have we learned, why do we care?
Traffic Modelling for Fast Action Network Games
Multimedia Tools and Applications
A traffic model for the Xbox game Halo 2
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Networking and Online Games
Extrapolating server to client IP traffic from empirical measurements of first person shooter games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Research note: Source models of network game traffic
Computer Communications
On the impacts of human interactions in MMORPG traffic
Multimedia Tools and Applications
802.11 Wireless LAN multiplayer game capacity and optimization
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Optimisation of capacity in various 802.11 gaming scenarios
International Journal of Advanced Media and Communication
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
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Modeling traffic generated by Internet based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a need to simulate correctly the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions and autocorrelation models are important elements in the creation of realistic traffic generators for network simulators such as ns-2 and OMNET++. In this paper we show that ARMA(1,1) models capture the time series behaviour of Quake4 game traffic well. We also show that the random component of the ARMA models (the innovations) have distributions that appear to change little as the number of players increases.