Empirically derived analytic models of wide-area TCP connections
IEEE/ACM Transactions on Networking (TON)
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
Characteristics of WWW Client-based Traces
Characteristics of WWW Client-based Traces
Traffic Modelling for Fast Action Network Games
Multimedia Tools and Applications
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
A synthetic traffic model for Quake3
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Networking and Online Games
Research note: Source models of network game traffic
Computer Communications
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
802.11 Wireless LAN multiplayer game capacity and optimization
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Optimisation of capacity in various 802.11 gaming scenarios
International Journal of Advanced Media and Communication
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Modelling traffic generated by Internet based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a desire to properly simulate the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions are an important element in the creation of plausible traffic generators for network simulators such as ns-2 and omnet++. In this paper we present a simple technique for creating representative packet size distributions for N-player FPS games based on empirically measured traffic of 2- and 3-player games. We illustrate the likely generality of our approach using data from Half-Life, Half-Life Counterstrike, Half-Life 2, Half-Life 2 Counterstrike, Quake III Arena and Wolfenstein Enemy Territory.