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
IEEE/ACM Transactions on Networking (TON)
The changing nature of network traffic: scaling phenomena
ACM SIGCOMM Computer Communication Review
Self-similarity and heavy tails: structural modeling of network traffic
A practical guide to heavy tails
Time Series Analysis: Forecasting and Control
Time Series Analysis: Forecasting and Control
Collecting and Modeling the Join/Leave Behavior of Multicast Group Members in the MBone
HPDC '96 Proceedings of the 5th IEEE International Symposium on High Performance Distributed Computing
Some Observations on Fairness of Bandwidth Sharing
Some Observations on Fairness of Bandwidth Sharing
Research note: Source models of network game traffic
Computer Communications
Deployment issues for the IP multicast service and architecture
IEEE Network: The Magazine of Global Internetworking
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
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
Measuring and modelling the group mmbership in the internet
Proceedings of the 3rd ACM SIGCOMM conference on Internet measurement
A geographic redirection service for on-line games
MULTIMEDIA '03 Proceedings of the eleventh ACM international conference on Multimedia
Modeling player session times of on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Traffic Modelling for Fast Action Network Games
Multimedia Tools and Applications
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
A framework for realistic and systematic multicast performance evaluation
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Network modelling and simulation
AoIM in peer-to-peer multiplayer 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 traffic: a broadband access perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Networking issues in entertainment computing
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
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
Cheating detection through game time modeling: A better way to avoid time cheats in P2P MOGs?
Multimedia Tools and Applications
Distribution of first person shooter online multiplayer games
International Journal of Advanced Media and Communication
Characterizing multiparty voice communication for multiplayer games
SIGMETRICS '08 Proceedings of the 2008 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
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
An analysis of WoW players' game hours
Proceedings of the 7th 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
Characterizing graphical desktop sharing system's workload in collaborative virtual environments
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
On-line prediction of nonstationary variable-bit-rate video traffic
IEEE Transactions on Signal Processing
Designing heterogeneous embedded network-on-chip platforms with users in mind
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
Deploying a massively multiplayer online game with a low-latency server infrastructure
Information Technology and Management
Review: Packet-level traffic analysis of online games from the genre characteristics perspective
Journal of Network and Computer Applications
Workload characterization in multiplayer online games
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Proceedings of the 3rd Multimedia Systems Conference
QoS-Aware Revenue-Cost Optimization for Latency-Sensitive Services in IaaS Clouds
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
Human dynamics revealed through log analytics in a cloud computing environment
WAIM'13 Proceedings of the 14th international conference on Web-Age Information Management
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In this paper we attempt to gain an understanding of the behaviour of users in a multipoint, interactive communication scenario. In particular, we wish to understand the dynamics of user participation at a session level. We present wide-area session level traces of the popular multiplayer networked games Quake and Half-Life. These traces were gathered by regularly polling 2256 game servers located all over the Internet, and querying the number of players present at each server and how long they had been playing. We analyse three specific features of the data: the number of players in a game, the interarrival times between players and the length of a player's session. We find significant time-of-day and network externality effects in the number of players. Player duration times fit an exponential distribution, while interarrival times fit a heavy-tailed distribution. The implications of our findings are discussed in the context of provisioning and charging for network quality of service for multipoint and multicast transmission. This work is ongoing.