A Theory for Multiresolution Signal Decomposition: The Wavelet Representation
IEEE Transactions on Pattern Analysis and Machine Intelligence
IEEE/ACM Transactions on Networking (TON)
Self-similarity in World Wide Web traffic: evidence and possible causes
IEEE/ACM Transactions on Networking (TON)
On the propagation of long-range dependence in the Internet
Proceedings of the conference on Applications, Technologies, Architectures, and Protocols for Computer Communication
The effects of loss and latency on user performance in unreal tournament 2003®
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
Profiling internet backbone traffic: behavior models and applications
Proceedings of the 2005 conference on Applications, technologies, architectures, and protocols for computer communications
Mining anomalies using traffic feature distributions
Proceedings of the 2005 conference on Applications, technologies, architectures, and protocols for computer communications
BLINC: multilevel traffic classification in the dark
Proceedings of the 2005 conference on Applications, technologies, architectures, and protocols for computer communications
ACAS: automated construction of application signatures
Proceedings of the 2005 ACM SIGCOMM workshop on Mining network data
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
The effect of latency and network limitations on MMORPGs: a field study of everquest2
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Automated Traffic Classification and Application Identification using Machine Learning
LCN '05 Proceedings of the The IEEE Conference on Local Computer Networks 30th Anniversary
Hamsa: Fast Signature Generation for Zero-day PolymorphicWorms with Provable Attack Resilience
SP '06 Proceedings of the 2006 IEEE Symposium on Security and Privacy
Unexpected means of protocol inference
Proceedings of the 6th ACM SIGCOMM conference on Internet measurement
Identifying MMORPG bots: a traffic analysis approach
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Autograph: toward automated, distributed worm signature detection
SSYM'04 Proceedings of the 13th conference on USENIX Security Symposium - Volume 13
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
ARMA(1,1) modeling of Quake4 Server to client game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Towards High Quality VoIP in 3G Networks - An Empirical Study
AICT '08 Proceedings of the 2008 Fourth Advanced International Conference on Telecommunications
Traffic analysis of mobile broadband networks
WICON '07 Proceedings of the 3rd international conference on Wireless internet
Toward the accurate identification of network applications
PAM'05 Proceedings of the 6th international conference on Passive and Active Network Measurement
Traffic classification using a statistical approach
PAM'05 Proceedings of the 6th international conference on Passive and Active Network Measurement
Wavelet analysis of long-range-dependent traffic
IEEE Transactions on Information Theory
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Hi-index | 0.00 |
Game traffic depends on two main factors, the game protocol and the gamers' behavior. Based on a few popular real-time multiplayer games this paper investigates the latter factor showing how a set of typical game phases--e.g., player movement, changes in the environment--impacts traffic on different observation levels. The nature of human behavior has such a high impact on traffic characteristics that it influences the traffic both at a macroscopic--e.g., traffic rate--and at a microscopic--payload content--level. First, by understanding the nature of this impact a user behavior detection algorithm is introduced to grab specific events and states from passive traffic measurements. The algorithms focus on the characteristics of the traffic rate, showing what information can be gathered by observing only packet header information. Second, as an application of our method some results, including a detailed analysis of measurements taken from an operational broadband network, are presented. Third, a novel model and an algorithm are introduced to extend the Deep Packet Inspection traffic classification method with the analysis of non-fix byte signatures, which are not considered in current methods. The model captures the variation of the dynamic byte segments and provides parameters for the algorithm. The introduced algorithm exploits the spatial and temporal correlation by examining and extracting the correlation structure of the traffic and constructing signatures based on the observed correlation. The algorithm is evaluated by examining proprietary gaming traffic and also other known non-gaming protocols.