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
Some thoughts on emulating jitter for user experience trials
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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
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
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
Adaptive Support of Range Queries via Push-Pull Algorithms
Proceedings of the 21st International Workshop on Principles of Advanced and Distributed Simulation
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
An Evaluation of Push-Pull Algorithms in Support of Cell-Based Interest Management
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
Modeling ping times in first person shooter games
CoNEXT '06 Proceedings of the 2006 ACM CoNEXT conference
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
Traffic analysis of avatars in Second Life
Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video
Phrase based browsing for simulation traces of network protocols
Proceedings of the 40th Conference on Winter Simulation
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
Subjective-based quality assessment for online games
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Optimizing consistency by maximizing bandwidth usage in distributed interactive applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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
Scaling online games with adaptive interest management in the cloud
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
Generation of synthetic workloads for multiplayer online gaming benchmarks
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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This paper presents our development of a synthetic traffic model for the interactive online computer game Quake3. The goal is a traffic model that can be used by researchers and Internet Service Provider engineers to estimate the potential future impact of Quake3 traffic over IP networks. We developed our ns2 simulation model for Quake3's IP traffic by running live network experiments and characterising the observed packet length, packet inter-arrival times, and data rates (in packets- and bits- per second). Our observations are documented in this paper, and we expect our traffic model will assist network planners who wish to better support real-time game traffic.