On the self-similar nature of Ethernet traffic (extended version)
IEEE/ACM Transactions on Networking (TON)
Characteristics of fragmented IP traffic on internet links
IMW '01 Proceedings of the 1st ACM SIGCOMM Workshop on Internet Measurement
Network game traffic modelling
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Traffic Modelling for Fast Action Network Games
Multimedia Tools and Applications
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON)
Computer Networks: The International Journal of Computer and Telecommunications Networking - Special issue: Long range dependent trafic
Measurement-based characterization of a collection of on-line games
IMC '05 Proceedings of the 5th ACM SIGCOMM conference on Internet Measurement
Wavelet analysis of long-range-dependent traffic
IEEE Transactions on Information Theory
Research note: Source models of network game traffic
Computer Communications
Do nintendo handhelds play nice?: An analysis of its wireless behavior
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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When provisioning network resources, ISPs have to tackle with the difficulties imposed by the traffic characteristics and demands of the users. Multi-player online games (MPOG) are constituting a large portion of the Internet traffic. MPOG players demand high bandwidth and low delay due to high interaction in these games. Moreover, they generate bursty traffic. In this paper, we analyze the traffic characteristics of a popular MPOG type game; Call of Duty 2 version 1.0 (CoD2). We use several game sessions to extract packet size and inter-arrival time distributions. In addition to these we investigate the self-similarity of the CoD2 traffic. We observe two different behavior at server and client-side, as expected. For the server-side, traffic characteristics vary with the number of players, but the traffic is long-range dependent most of the time. There are several intervals when the traffic process is non-stationary where the analysis of self-similarity becomes trivial. For the client-side, the traffic shows little variations however there are still some cases where the analysis of self-similarity becomes intricate because the traffic process reveals deviation from stationarity.