Towards global network positioning
IMW '01 Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement
King: estimating latency between arbitrary internet end hosts
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
P2P '08 Proceedings of the 2008 Eighth International Conference on Peer-to-Peer Computing
Towards Benchmarking of Structured Peer-to-Peer Overlays for Network Virtual Environments
ICPADS '08 Proceedings of the 2008 14th IEEE International Conference on Parallel and Distributed Systems
Peer-to-peer infrastructures for games
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Performance evaluation of message-oriented middleware using the SPECjms2007 benchmark
Performance Evaluation
Modelling the Internet Delay Space Based on Geographical Locations
PDP '09 Proceedings of the 2009 17th Euromicro International Conference on Parallel, Distributed and Network-based Processing
Performance Evaluation of a Chord-Based JXTA Implementation
AP2PS '09 Proceedings of the 2009 First International Conference on Advances in P2P Systems
Benchmarking publish/subscribe-based messaging systems
DASFAA'10 Proceedings of the 15th international conference on Database systems for advanced applications
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Benchmarking decentralized monitoring mechanisms in peer-to-peer systems
ICPE '12 Proceedings of the 3rd ACM/SPEC International Conference on Performance Engineering
Generation of synthetic workloads for multiplayer online gaming benchmarks
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Benchmarking Peer-to-Peer Systems
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In this paper we discuss requirements for peer-to-peer (P2P). benchmarking, and we present two exemplary approaches to benchmarks for Distributed Hashtables (DHT) and P2P gaming overlays. We point out the characteristics of benchmarks for P2P systems, focusing on the challenges compared to conventional benchmarks. The two benchmarks for very different types of P2P systems are designed applying a common methodology. This includes the definition of the system under test (SUT). and particularly its interfaces, the workloads and metrics. A set of common P2P quality metrics helps to achieve a comprehensive selection of workloads and metrics for each scenario.