A self-similarity traffic analysis of an internet-based multiplayer online game

  • Authors:
  • John C. McEachen, II

  • Affiliations:
  • Naval Postgraduate School, Monterey, California

  • Venue:
  • Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
  • Year:
  • 2004

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Abstract

An analysis of traffic generated by the popular Internet-based online game engine, Unreal Engine, is presented. Network parameters such as packet length, interarrival time and aggregate data rate are observed for analyzing aspects of self-similarity. Client-side packet traces are collected and analyzed for both client and server traffic. Initial analysis of over three million packets indicates client generated traffic shows strong long-range dependence of a self-similar nature primarily due to packet length associated with user actions. On the contrary, server generated traffic seen at the client, while still exhibiting a heavy tail, is more short-range dependent in regions where self-similarity is observed.