Robust regression and outlier detection
Robust regression and outlier detection
Capacity planning for Web performance: metrics, models, and methods
Capacity planning for Web performance: metrics, models, and methods
Network game traffic modelling
NetGames '02 Proceedings of the 1st 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
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Game traffic analysis: an MMORPG perspective
NOSSDAV '05 Proceedings of the international workshop on Network and operating systems support for digital audio and video
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Research note: Source models of network game traffic
Computer Communications
ACS'07 Proceedings of the 7th Conference on 7th WSEAS International Conference on Applied Computer Science - Volume 7
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
Prediction-based real-time resource provisioning for massively multiplayer online games
Future Generation Computer Systems
ISA '09 Proceedings of the 3rd International Conference and Workshops on Advances in Information Security and Assurance
Dynamic Real-Time Resource Provisioning for Massively Multiplayer Online Games
PaCT '09 Proceedings of the 10th International Conference on Parallel Computing Technologies
The impact of virtualization on the performance of Massively Multiplayer Online Games
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
International Journal of Advanced Media and Communication
Deploying a massively multiplayer online game with a low-latency server infrastructure
Information Technology and Management
Dealing with heterogeneity for mapping MMOFPS in distributed systems
Euro-Par 2010 Proceedings of the 2010 conference on Parallel processing
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
Getting Real About Virtual Worlds: A Review
International Journal of Virtual Communities and Social Networking
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Massively multiplayer role-playing games (MMORPGs) are among the most popular types of online game. A successful title may have tens of thousands or even millions of subscribers and, at any given time, may have thousands of players online. This paper presents a method for modeling MMORPG system performance and applies it in an analysis of two real MMORPGs. The results show that a strong linear relationship exists between performance metrics at the server side and the number of concurrent players online. As a result, utilization of IT resources, including network traffic and server load, can be predicted, given the number of concurrent players. The performance model presented here can be used for automated IT resource allocation at runtime and is thus useful in the context of utility computing and on demand systems.