IEEE/ACM Transactions on Networking (TON)
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
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
On demand platform for online games
IBM Systems Journal
System-performance modeling for massively multiplayer online role-playing games
IBM Systems Journal
Edge indexing in a grid for highly dynamic virtual environments
MULTIMEDIA '06 Proceedings of the 14th annual ACM international conference on Multimedia
A model of cognitive loads in massively multiplayer online role playing games
Interacting with Computers
Game traffic analysis: an MMORPG perspective
Computer Networks: The International Journal of Computer and Telecommunications Networking
Applicability of group communication for increased scalability in MMOGs
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Adaptive Support of Range Queries via Push-Pull Algorithms
Proceedings of the 21st International Workshop on Principles of Advanced and Distributed Simulation
A long-term study of a popular MMORPG
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Latency evaluation of networking mechanisms for game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Transport Layer Identification of Skype Traffic
Information Networking. Towards Ubiquitous Networking and Services
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
A task-based load distribution scheme for multi-server-based distributed virtual environment systems
Presence: Teleoperators and Virtual Environments
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
On the impacts of human interactions in MMORPG traffic
Multimedia Tools and Applications
Traffic and security analysis on Sony PlayStation 3
ISI'09 Proceedings of the 2009 IEEE international conference on Intelligence and security informatics
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
An architecture supporting large scale MMOGs
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Effects of user behavior on MMORPG traffic
ICC'09 Proceedings of the 2009 IEEE international conference on Communications
Measurement and analysis of World of Warcraft in mobile WiMAX networks
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
IEEE/ACM Transactions on Networking (TON)
An online gaming testbed for peer-to-peer architectures
Proceedings of the ACM SIGCOMM 2011 conference
Network traffic analysis and modeling for games
WINE'05 Proceedings of the First international conference on Internet and Network Economics
Proceedings of the 3rd Multimedia Systems Conference
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
GBLT-VG for High User Densities by User Group Behavior and Hot Point in MMO Virtual Environment
Journal of Network and Systems Management
Peer-to-peer architectures for massively multiplayer online games: A Survey
ACM Computing Surveys (CSUR)
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Online gaming is one of the most profitable businesses over the Internet. Among all genres of the online games, the popularity of the MMORPG (Massive Multiplayer Online Role Playing Games) is especially prominent in Asia. Opting for a better understanding of the game traffic and the economic well being of the Internet, we analyze a 1,356-million-packet trace from a sizeable MMORPG, ShenZhou Online. This work is, as far as we know, the first formal analysis on the MMORPG server traces.We find that the MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In particular, the bandwidth requirement of MMORPG is even lower due to the less real-time game play. More distinctive are the strong periodicity, temporal locality, and irregularity observed in the MMORPG traffic. The periodicity is due to a common practice in game implementation, where the game state updates are accumulated within a fixed time window before transmission. The temporal locality in the game traffic is largely due to the game nature where one action leads to another. The irregularity, particular unique in MMORPG traffic, is due to the diversity of game design where the user behavior can be drastically different depending on the quest at hand.