On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
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?
What online gamers really think of the Internet?
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Traffic Modelling for Fast Action Network Games
Multimedia Tools and Applications
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
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
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
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
Achieving fairness in multiplayer network games through automated latency balancing
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Introduction to Probability Models, Ninth Edition
Introduction to Probability Models, Ninth Edition
Simulation Modeling and Analysis (McGraw-Hill Series in Industrial Engineering and Management)
Simulation Modeling and Analysis (McGraw-Hill Series in Industrial Engineering and Management)
Modeling ping times in first person shooter games
CoNEXT '06 Proceedings of the 2006 ACM CoNEXT conference
Effect of Network Quality on Player Departure Behavior in Online Games
IEEE Transactions on Parallel and Distributed Systems
IEEE/ACM Transactions on Networking (TON)
Research note: Source models of network game traffic
Computer Communications
Cloud mobile gaming: modeling and measuring user experience in mobile wireless networks
ACM SIGMOBILE Mobile Computing and Communications Review
Fair and Efficient Dead Reckoning-Based Update Dissemination for Distributed Virtual Environments
PADS '12 Proceedings of the 2012 ACM/IEEE/SCS 26th Workshop on Principles of Advanced and Distributed Simulation
Hi-index | 0.00 |
In this paper we study the impact of network parameters including delay, delay jitter, and packet loss on the outcome of multiplayer online games. We use a measurement methodology that allows for automating game experiments using an artificial intelligence that runs on the game clients and eliminates the need for human interaction. Thus, we were able to perform thousands of experiments with different network configurations to investigate their influence on the game outcome systematically. Complementary to previous studies, we provide a solid data basis for statistical analysis. We derive probabilistic models that allow for calculating score and win probabilities and verify their accuracy using our measurements. As a result we are able to predict the outcome statistics of an ideal game with respect to network conditions.