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
Colyseus: a distributed architecture for online multiplayer games
NSDI'06 Proceedings of the 3rd conference on Networked Systems Design & Implementation - Volume 3
Bubblestorm: resilient, probabilistic, and exhaustive peer-to-peer search
Proceedings of the 2007 conference on Applications, technologies, architectures, and protocols for computer communications
Donnybrook: enabling large-scale, high-speed, peer-to-peer games
Proceedings of the ACM SIGCOMM 2008 conference on Data communication
P2P '08 Proceedings of the 2008 Eighth International Conference on Peer-to-Peer Computing
Latency can kill: precision and deadline in online games
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Design issues for Peer-to-Peer Massively Multiplayer Online Games
International Journal of Advanced Media and Communication
Designing benchmarks for P2P systems
From active data management to event-based systems and more
An online gaming testbed for peer-to-peer architectures
Proceedings of the ACM SIGCOMM 2011 conference
VON: a scalable peer-to-peer network for virtual environments
IEEE Network: The Magazine of Global Internetworking
Peer-to-Peer overlays for online games
Benchmarking Peer-to-Peer Systems
Modeling Avatar Mobility of Networked Virtual Environments
Proceedings of International Workshop on Massively Multiuser Virtual Environments
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We present an approach to the generation of realistic synthetic workloads for use in benchmarking of (massively) multiplayer online gaming infrastructures. Existing techniques are either too simple to be realistic or are too specific to a particular network structure to be used for comparing different networks with each other. Desirable properties of a workload are reproducibility, realism and scalability to any number of players. We achieve this by simulating a gaming session with AI players that are based on behavior trees. The requirements for the AI as well as its parameters are derived from a real gaming session with 16 players. We implemented the evaluation platform including the prototype game Planet PI4. A novel metric is used to measure the similarity between real and synthetic traces with respect to neighborhood characteristics. In our experiments, we compare real trace files, workload generated by two mobility models and two versions of our AI player. We found that our AI players recreate the real workload characteristics more accurately than the mobility models.