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
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
802.11 Wireless LAN multiplayer game capacity and optimization
Proceedings of the 8th Annual Workshop on Network and Systems 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
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As IEEE 802.11 WLANs are widely deployed and the popularity of computer games continues increasing, real-time multiplayer games are increasingly played over 802.11 networks. In this paper, we consider the issues of games over 802.11 wireless networks and give a framework to study this kind of applications. A multiplayer game traffic model is produced using Quake 4 as an example. By introducing IEEE 802.11 MAC model, we show how the performance changes as the number of players increases including throughout, delay, jitter and Mean Opinion Score (MOS). Several different network scenarios then are considered. The issue of bottleneck effect at the AP is identified and a solution by using 802.11 parameters (TXOP) is given. Validation is made in our testbed and the technique used in this paper could be applied to improve the performance of other real-time applications over 802.11-like networks.