Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
A fair message exchange framework for distributed multi-player games
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
Some thoughts on emulating jitter for user experience trials
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 model for the Xbox game Halo 2
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
Game traffic analysis: an MMORPG perspective
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
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
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
Traffic characteristics of a massively multi-player online role playing game
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
Analysis of factors affecting players' performance and perception in multiplayer 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
Achieving fairness in multiplayer network games through automated latency balancing
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
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
An aircraft cabin wireless system for games and video entertainment
Computers in Entertainment (CIE) - Interactive entertainment
Assessment of MANET broadcast schemes in the application context of multiplayer video games
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
Searching for invariants in network games traffic
CoNEXT '06 Proceedings of the 2006 ACM CoNEXT conference
Assigning game server roles in mobile ad-hoc networks
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
Latency equalization: a programmable routing service primitive
Proceedings of the ACM workshop on Programmable routers for extensible services of tomorrow
Internet traffic modeling by means of Hidden Markov Models
Computer Networks: The International Journal of Computer and Telecommunications Networking
Prediction-based real-time resource provisioning for massively multiplayer online games
Future Generation Computer Systems
Congestion-only charging: a novel pricing mechanism for use in differentiated services networks
The Fourth International Conference on Heterogeneous Networking for Quality, Reliability, Security and Robustness & Workshops
ACM Transactions on Internet Technology (TOIT)
An hybrid explicit multicast/recursive unicast approach for multicast routing
Computer Communications
Network game traffic: A broadband access perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
A statistical approach to cheating countermeasure in P2P MOGs
CCNC'09 Proceedings of the 6th IEEE Conference on Consumer Communications and Networking Conference
Traffic and security analysis on Sony PlayStation 3
ISI'09 Proceedings of the 2009 IEEE international conference on Intelligence and security informatics
International Journal of Computers and Applications
Research of traffic modeling for future wireless networks
WiCOM'09 Proceedings of the 5th International Conference on Wireless communications, networking and mobile computing
Second life in-world action traffic modeling
Proceedings of the 20th international workshop on Network and operating systems support for digital audio and video
Mobile games through the nets: a cross-layer architecture for seamless playing
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Upgrading mice to elephants: effects and end-point solutions
IEEE/ACM Transactions on Networking (TON)
An intervehicular communication architecture for safety and entertainment
IEEE Transactions on Intelligent Transportation Systems
On latency in IEEE 802.11-based wireless ad-hoc networks
ISWPC'10 Proceedings of the 5th IEEE international conference on Wireless pervasive computing
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
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Latency equalization as a new network service primitive
IEEE/ACM Transactions on Networking (TON)
An information-based dynamic extrapolation model for networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Hierarchical interest management for distributed virtual environments
Proceedings of the 2013 ACM SIGSIM conference on Principles of advanced discrete simulation
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A significant share of today's Internet traffic is generated by network gaming. This kind of traffic is interesting in regard to it's market potential as well as to it's real time requirements on the network. For the consideration of game traffic in network dimensioning, traffic models are required that allow to generate a characteristic load for analytical or simulative performance evaluation of networks. In this paper we evaluate the fast action multiplayer game ,,Counter Strike" from a 36 hour LAN party measurement and present traffic models for client and server. The paper concludes with remarks on the use of game traffic models in simulations and on QoS metrics for an adequate evaluation of simulation results.