Technometrics
On the self-similar nature of Ethernet traffic (extended version)
IEEE/ACM Transactions on Networking (TON)
Analysis, modeling and generation of self-similar VBR video traffic
SIGCOMM '94 Proceedings of the conference on Communications architectures, protocols and applications
Wide area traffic: the failure of Poisson modeling
IEEE/ACM Transactions on Networking (TON)
Self-similarity in World Wide Web traffic: evidence and possible causes
Proceedings of the 1996 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
IEEE/ACM Transactions on Networking (TON)
End-to-end routing behavior in the Internet
Conference proceedings on Applications, technologies, architectures, and protocols for computer communications
Internet Web servers: workload characterization and performance implications
IEEE/ACM Transactions on Networking (TON)
Measurements and analysis of end-to-end Internet dynamics
Measurements and analysis of end-to-end Internet dynamics
SMAQ: a measurement-based tool for traffic modeling and queuing analysis. II. Network applications
IEEE Communications Magazine
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
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
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Networked game mobility model for first-person-shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
System-performance modeling for massively multiplayer online role-playing games
IBM Systems Journal
FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
Characterization of user behavior in a multi-player online game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 2005 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
Applicability of group communication for increased scalability in MMOGs
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
Network game traffic: a broadband access perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Maximizing total upload in latency-sensitive P2P applications
Proceedings of the nineteenth annual ACM symposium on Parallel algorithms and architectures
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
Latency evaluation of networking mechanisms for game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
Modeling ping times in first person shooter games
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
AC/DC: an algorithm for cheating detection by cheating
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
A synchronization protocol for supporting peer-to-peer multiplayer online games in overlay networks
Proceedings of the second international conference on Distributed event-based systems
Internet traffic modeling by means of Hidden Markov Models
Computer Networks: The International Journal of Computer and Telecommunications Networking
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
Network game traffic: A broadband access perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Service differentiation based on packet size and flow length in best-effort networks
ICOIN'09 Proceedings of the 23rd international conference on Information Networking
A statistical approach to cheating countermeasure in P2P MOGs
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
International Journal of Computers and Applications
802.11 Wireless LAN multiplayer game capacity and optimization
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Characterising a grid site's traffic
Proceedings of the 19th ACM International Symposium on High Performance Distributed Computing
Optimisation of capacity in various 802.11 gaming scenarios
International Journal of Advanced Media and Communication
Temporal spectrum sharing based on primary user activity prediction
IEEE Transactions on Wireless Communications
A measurement study regarding quality of service and its impact on multiplayer online games
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Review: Packet-level traffic analysis of online games from the genre characteristics perspective
Journal of Network and Computer Applications
Relevance-Based adaptive event communication for mobile environments with variable qos capabilities
MMNS'05 Proceedings of the 8th international conference on Management of Multimedia Networks and Services
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Proceedings of the 3rd Multimedia Systems Conference
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Region- and action-aware virtual world clients
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
An empirical study of cloud gaming
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Hi-index | 0.24 |
We study the traffic generated by sessions of a popular multi-player network game. Our analysis indicates that empirical game traffic can be characterized well by certain analytical models. While clients and servers as well as hosts with different configurations, produce different models, all models from the game are well modeled by the same families of distributions. We find that some data sets are best modeled with split distributions; that is, one portion of the data is well modeled with one particular distribution, and the rest of the data with another. We describe how our models can be simulated and discuss how host processing speed influences packet interarrival processes, which in turn influence playability. The latter is a clear indication that end user quality of service is more than just a network issue-host characteristics must be considered as well. These are empirical results that have been rarely incorporated into theoretical analyses of network traffic. As Internet gaming becomes more popular, we expect that our models will be useful for testing hardware and protocols that support gaming.