Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Networking and Online Games
Game server selection for multiple players
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
Predicting the perceived quality of a first person shooter: the Quake IV G-model
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for 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
Analysis of multi-player online game traffic based on self-similarity
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Modeling the 802.11 distributed coordination function in nonsaturated heterogeneous conditions
IEEE/ACM Transactions on Networking (TON)
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
Research note: Source models of network game traffic
Computer Communications
Performance analysis of the IEEE 802.11 distributed coordination function
IEEE Journal on Selected Areas in Communications
Optimisation of capacity in various 802.11 gaming scenarios
International Journal of Advanced Media and Communication
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Real-time multiplayer games are a popular application of networks, and as IEEE 802.11 wireless networks are widely used, games are expected to be widely played on wireless networks. However, 802.11 networks with the normal MAC (DCF) may present some challenges when supporting real-time games traffic. In this work, we present a theoretical model which can predict the performance and capacity of 802.11 WLAN for Quake 4, a real-time FPS game. Using the wireless network game model, we derive throughput, delay, jitter and MOS (mean opinion score) as the number of game clients increases in the WLAN and predict that the capacity of a default 802.11b wireless network can support around 10 players for Quake 4. In 802.11e networks, QoS (quality of service) is provided with 4 configurable MAC layer parameters. With the network game model, we show that with proper TXOP configuration at the AP and game server, the network can be optimized and its capacity improves to around 15 players.