Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
Wireless home entertainment center: reducing last hop delays for real-time applications
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
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
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
How to let gamers play in infrastructure-based vehicular networks
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Traffic modeling for agile all-photonic network dimensioning
ICOIN'09 Proceedings of the 23rd international conference on Information Networking
A preliminary evaluation of backup servers for longer gaming sessions in MANETs
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Hide and seek in time: robust covert timing channels
ESORICS'09 Proceedings of the 14th European conference on Research in computer security
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Ensuring fair coexistence of multimedia applications in a wireless home
WD'09 Proceedings of the 2nd IFIP conference on Wireless days
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
Improving online game performance over IEEE 802.11n networks
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
Network traffic analysis and modeling for games
WINE'05 Proceedings of the First international conference on Internet and Network Economics
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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 the fast action multiplayer game “Counter Strike” is evaluated based on one month of Internet traffic traces and traffic models for client and server are presented. The paper concludes with remarks on QoS metrics for an adequate assessment of performance evaluation results.