Goodness-of-fit techniques
Wide area traffic: the failure of Poisson modeling
IEEE/ACM Transactions on Networking (TON)
IEEE/ACM Transactions on Networking (TON)
IEEE/ACM Transactions on Networking (TON)
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
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
Modeling player session times of on-line games
NetGames '03 Proceedings of the 2nd 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)
Wavelet analysis of long-range-dependent traffic
IEEE Transactions on Information Theory
Research note: Source models of network game traffic
Computer Communications
Network game design: hints and implications of player interaction
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Evaluation of game engines for simulated surgical training
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
User identification based on game-play activity patterns
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Efficient management of data center resources for massively multiplayer online games
Proceedings of the 2008 ACM/IEEE conference on Supercomputing
Game Bot Detection Based on Avatar Trajectory
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
Identifying MMORPG bots: a traffic analysis approach
EURASIP Journal on Advances in Signal Processing - Special issue on signal processing applications in network intrusion detection systems
A case for mutual notification: a survey of P2P protocols for massively multiplayer online games
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
On the challenge and design of transport protocols for MMORPGs
Multimedia Tools and Applications
MMORPG Player actions: Network performance, session patterns and latency requirements analysis
Multimedia Tools and Applications
A load balancing scheme for massively multiplayer online games
Multimedia Tools and Applications
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
QuON: a quad-tree-based overlay protocol for distributed virtual worlds
International Journal of Advanced Media and Communication
Function interfaces assessment of online game websites in great china area using content analysis
Proceedings of the 2007 conference on Human interface: Part II
Mobile games through the nets: a cross-layer architecture for seamless playing
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
User behavior, social networking, and playing style in online and face to face bridge communities
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Integration of P2P and clouds to support massively multiuser virtual environments
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
Designing benchmarks for P2P systems
From active data management to event-based systems and more
An analysis of social gaming networks in online and face to face bridge communities
Proceedings of the third international workshop on Large-scale system and application performance
International Journal of Networking and Virtual Organisations
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
MMORPG player behavior model based on player action categories
Proceedings of the 10th Annual Workshop on Network and Systems Support for Games
P2P consistency support for large-scale interactive applications
Computer Networks: The International Journal of Computer and Telecommunications Networking
Flexible load distribution for hybrid distributed virtual environments
Future Generation Computer Systems
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Peer-to-Peer overlays for online games
Benchmarking Peer-to-Peer Systems
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Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online games, MMORPGs (Massive Multiplayer Online Role Playing Games) have become the most popular among network gamers, and now attract millions of users who play in an evolving virtual world simultaneously over the Internet. To gain a better understanding of game traffic and contribute to the economic well-being of the Internet, we analyze a 1356-million-packet trace from a sizeable MMORPG called ShenZhou Online. This work is, as far as we know, the first formal analysis of MMORPG server traces.We find that MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In practice, the bandwidth requirement of MMORPGs is the lower of the two due to less real-time game playing. More distinctive features are the strong periodicity, temporal locality, irregularity, and self-similarity observed in MMORPG traffic. The periodicity is due to a common practice in game implementation, where game state updates are accumulated within a fixed time window before transmission. The temporal locality in game traffic is largely due to the game's nature, whereby one action leads to another. The irregularity, which is unique to MMORPG traffic, is due to the diversity of the game's design so that the behavior of users can vary drastically, depending on the quest at hand. The self-similarity of the aggregate traffic is due to the heavy-tailed active/idle activities of individual players. Moreover, we show that the arrival of game sessions within 1 h can be modelled by a Poisson model, while the duration of game sessions is heavy-tailed.