The revolution of StarCraft network traffic

  • Authors:
  • Choong-Soo Lee

  • Affiliations:
  • Gustavus Adolphus College, Saint Peter, MN

  • Venue:
  • Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
  • Year:
  • 2012

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Abstract

Online games have become more popular over the past decade and many games have entered the realm of electronic sports (eSports). One of the most successful eSports games is a real-time strategy game called StarCraft. StarCraft I was released in 1998 and StarCraft II launched in 2010. StarCraft players are frustrated when they experience degradation in Quality of Experience due to various network conditions such as delay, jitter and loss. While this issue is important to all players, it is especially critical to professional players, spectators and casters. Lags and drops in both routine and professional matches result in interruptions and restarts. This paper will present the StarCraft II traffic characteristics, traffic model, and simulation and emulation tools.