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
A synthetic traffic model for Quake3
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
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
On demand platform for online games
IBM Systems Journal
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
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
Do nintendo handhelds play nice?: An analysis of its wireless behavior
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Towards next generation network requirements for next generation gaming
CoNEXT '07 Proceedings of the 2007 ACM CoNEXT conference
A credit-based home access point (CHAP) to improve application performance on IEEE 802.11 networks
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Research of traffic modeling for future wireless networks
WiCOM'09 Proceedings of the 5th International Conference on Wireless communications, networking and mobile computing
Measurement and estimation of network QoS among peer Xbox 360 game players
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
Mobile games through the nets: a cross-layer architecture for seamless playing
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
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
Thin to win?: network performance analysis of the OnLive thin client game system
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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This paper analyses the traffic characteristics of, and proposes a traffic model for, the Xbox game Halo 2. Our goal is to help players and network providers to estimate the amount of traffic caused by the game and the impact on access links or provider networks. It also enables other researchers to use a realistic Halo 2 traffic model in network simulations. We focus on the following characteristics: bandwidth, packet rate and distribution of packet inter-arrival times and packet lengths. We compare the results with a previous analysis of Halo 1 and find some major differences - the client packet rate has been reduced, packet sizes have no longer a single fixed value per game and the mean packet size has decreased (so Halo 2 requires less bandwidth). Finally we develop traffic simulation models for Halo 2 and compare them against the experimentally obtained data.