Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Implementation of a service platform for online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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One of the challenges facing the on-line gaming community is the delivery of new content to players. While the initial distribution of a game is typically done via large media formats such as CD-ROM or DVD-ROM, consumers expect regular updates to on-line games such as bug fixes, balance adjustments, and new content. In this paper, we develop a model for the bandwidth impact of patch delivery based on the time of day of the patch release. We evaluate our model against the Steam content delivery network and determine the best time to release a patch to be midway between the peak and trough of daily player load.