Technometrics
Empirically derived analytic models of wide-area TCP connections
IEEE/ACM Transactions on Networking (TON)
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
D-ITG Distributed Internet Traffic Generator
QEST '04 Proceedings of the The Quantitative Evaluation of Systems, First International Conference
A traffic model for the Xbox game Halo 2
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
A packet-level Traffic Model of Starcraft
HOT-P2P '05 Proceedings of the Second International Workshop on Hot Topics in Peer-to-Peer Systems
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
An empirical evaluation of TCP performance in online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Network game design: hints and implications of player interaction
NetGames '06 Proceedings of 5th 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
Searching for invariants in network games traffic
CoNEXT '06 Proceedings of the 2006 ACM CoNEXT conference
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
Avatar mobility in user-created networked virtual worlds: measurements, analysis, and implications
Multimedia Tools and Applications
On the impacts of human interactions in MMORPG traffic
Multimedia Tools and Applications
Hack, slash, and chat: a study of players' behavior and communication in MMORPGs
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Why MMORPG players do what they do: relating motivations to action categories
International Journal of Advanced Media and Communication
Network traffic analysis and modeling for games
WINE'05 Proceedings of the First international conference on Internet and Network Economics
Research note: Source models of network game traffic
Computer Communications
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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In this paper we present a user action specific modeling of network traffic in a Massively Multiplayer Online Role-Playing Game (MMORPG). We have performed measurements for each of the previously defined action categories for MMORPGs (Trading, Questing, Dungeons, Raiding, and Player versus Player Combat) and formed models based on the obtained traces. Models are implemented through modification of Distributed Internet Traffic Generator, and verified through comparison with real traffic. As a case study we use World of Warcraft.