TCP Vegas: new techniques for congestion detection and avoidance
SIGCOMM '94 Proceedings of the conference on Communications architectures, protocols and applications
Forward acknowledgement: refining TCP congestion control
Conference proceedings on Applications, technologies, architectures, and protocols for computer communications
A comparison of TCP performance over three routing protocols for mobile ad hoc networks
MobiHoc '01 Proceedings of the 2nd ACM international symposium on Mobile ad hoc networking & computing
TCP westwood: end-to-end congestion control for wired/wireless networks
Wireless Networks
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Lightweight QoS-support for networked mobile gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
The effect of latency on user performance in real-time strategy games
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
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
Applicability of group communication for increased scalability in MMOGs
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Authority assignment in distributed multi-player proxy-based games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Latency evaluation of networking mechanisms for game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Evaluating Steiner-tree heuristics and diameter variations for application layer multicast
Computer Networks: The International Journal of Computer and Telecommunications Networking
TCP enhancements for interactive thin-stream applications
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
On the challenge and design of transport protocols for MMORPGs
Multimedia Tools and Applications
Improving SCTP retransmission delays for time-dependent thin streams
Multimedia Tools and Applications
Mobile games through the nets: a cross-layer architecture for seamless playing
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
International Journal of Networking and Virtual Organisations
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Mobile online gaming via resource sharing
Proceedings of the 5th International ICST Conference on Simulation Tools and Techniques
GBLT-VG for High User Densities by User Group Behavior and Hot Point in MMO Virtual Environment
Journal of Network and Systems Management
Reducing web latency: the virtue of gentle aggression
Proceedings of the ACM SIGCOMM 2013 conference on SIGCOMM
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Massive multi-player online games have become a popular, fast growing, multi-million industry with a very high user mass supporting hundreds or thousands of concurrent players. In many cases, these games are centralized and every player communicates with the central server through a time-critical unicast event stream. Funcom's Anarchy Online is one of these; it is based on TCP. We find that its kind of traffic has some interesting properties that inspire changes to protocol or architecture. In these game streams, TCP does not back off, using TCP does not have to be slower than using UDP, and almost only repeated timeouts ruin the game experience. Improving the latter in the sender implementation does not impose any remarkable penalty on the network. Alternatively, a proxy architecture for multiplexing could save about 40% resources at the server, allow congestion control to work and also reduce the lag of the game.