Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
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Game traffic analysis: an MMORPG perspective
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Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A3: A Novel Interest Management Algorithm for Distributed Simulations of MMOGs
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Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
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On the impacts of human interactions in MMORPG traffic
Multimedia Tools and Applications
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PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
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Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
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Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
IEEE/ACM Transactions on Networking (TON)
Review: Packet-level traffic analysis of online games from the genre characteristics perspective
Journal of Network and Computer Applications
Multimedia traffic load distribution in massively multiplayer online games
ICOIN'06 Proceedings of the 2006 international conference on Information Networking: advances in Data Communications and Wireless Networks
Traffic modeling of player action categories in a MMORPG
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Virtual machines placement for network isolation in clouds
Proceedings of the 2012 ACM Research in Applied Computation Symposium
An Enhanced Dead Reckoning Model for Physics-Aware Multiplayer Computer Games
DS-RT '12 Proceedings of the 2012 IEEE/ACM 16th International Symposium on Distributed Simulation and Real Time Applications
SatTorrent: satellite-aided P2P content distribution for virtual environments
Proceedings of the 6th International ICST Conference on Simulation Tools and Techniques
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This paper presents traffic measurement of a Massively Multiplayer On-line Role Playing Game (MMORPG). This analysis characterizes the MMORPG traffic and shows its implications for future research issues. The target game is 'Lineage II' developed by NCsoft, which is one of the world's largest MMORPGs in terms of the number of concurrent users. We collected about 1 tera bytes of packets for four consecutive days including a weekend. The MMORPG traffic consists of two kinds of packets: client-generated packets and server-generated packets. We observe that the client packet has an average of 19 bytes payload size, while the average payload size of server packets is about 318 bytes. This asymmetry is due to the fact that the server transmits all the information to construct the visual environment for the clients in the same region. Likewise, the bandwidth usage of the server traffic is about ten times larger than that of the client traffic. The analysis of RTT reveals that client packets and server packets are transmitted mostly at the interval of 200 milliseconds due to TCP's delayed ACK. We find that there is a linear relationship between the number of users and the bandwidth usage except when the number of users is around 5000.