Game traffic analysis: an MMORPG perspective
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In this paper we present the modeling of player behavior for Massively Multiplayer Online Role-Playing Games (MMORPGs). We have performed action specific measurements of player sessions in terms of the previously defined action categories for MMORPGs (Trading, Questing, Dungeons, Raiding, and Player versus Player Combat). We explore the hourly trends in user behavior and form models based on observed patterns. We explore the session duration as well as lengths and probability of session segments (i.e., parts of the session consisting of only one category of player actions). Our aim is to create the user behavior model and to combine it with previously established traffic models in order to be able to explain, predict, and generate network traffic of MMORPGs more accurately. As a case study we use World of Warcraft.