Characterizing browsing strategies in the World-Wide Web
Proceedings of the Third International World-Wide Web conference on Technology, tools and applications
Self-similarity in World Wide Web traffic: evidence and possible causes
Proceedings of the 1996 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Measurement, modeling, and analysis of a peer-to-peer file-sharing workload
SOSP '03 Proceedings of the nineteenth ACM symposium on Operating systems principles
Modeling player session times of on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A service platform for on-line games
NetGames '03 Proceedings of the 2nd 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
On demand platform for online games
IBM Systems Journal
Applicability of group communication for increased scalability in MMOGs
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Analysis of multi-player online game traffic based on self-similarity
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
NGS: an application layer network game simulator
Proceedings of the 3rd Australasian conference on Interactive entertainment
Cheating in networked computer games: a review
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
A long-term study of a popular MMORPG
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
A measurement study of virtual populations in massively multiplayer online games
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
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
Latency evaluation of networking mechanisms for game traffic
Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
Passive network forensics: behavioural classification of network hosts based on connection patterns
ACM SIGOPS Operating Systems Review
The fun of using TCP for an MMORPG
Proceedings of the 2006 international workshop on Network and operating systems support for digital audio and video
A Dynamic Area of Interest Management and Collaboration Model for P2P MMOGs
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
An analysis of WoW players' game hours
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Latency reduction by dynamic core selection and partial migration of game state
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
Improving application layer latency for reliable thin-stream game traffic
Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games
The partial migration of game state and dynamic server selection to reduce latency
Multimedia Tools and Applications
A hybrid P2P communications architecture for zonal MMOGs
Multimedia Tools and Applications
TCP revisited: a fresh look at TCP in the wild
Proceedings of the 9th ACM SIGCOMM conference on Internet measurement conference
Measurement and estimation of network QoS among peer Xbox 360 game players
PAM'08 Proceedings of the 9th international conference on Passive and active network measurement
Proceedings of the 8th Annual Workshop on Network and Systems Support for Games
Reducing game latency by migration, core-selection and TCP modifications
International Journal of Advanced Media and Communication
World of warcraft avatar history dataset
MMSys '11 Proceedings of the second annual ACM conference on Multimedia systems
Designing benchmarks for P2P systems
From active data management to event-based systems and more
Adaptive load shedding for mining frequent patterns from data streams
DaWaK'06 Proceedings of the 8th international conference on Data Warehousing and Knowledge Discovery
Characterizing virtual populations in massively multiplayer online role-playing games
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
Virtual machine placement for predictable and time-constrained peak loads
GECON'11 Proceedings of the 8th international conference on Economics of Grids, Clouds, Systems, and Services
The anatomy of a large mobile massively multiplayer online game
Proceedings of the first ACM international workshop on Mobile gaming
The anatomy of a large mobile massively multiplayer online game
ACM SIGCOMM Computer Communication Review - Special october issue SIGCOMM '12
Forecasting online game addictiveness
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
SMOG: a cloud platform for seamless wide area migration of online games
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
Satisfying the hunger for mobile online games: providing quality time in vehicular scenarios
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
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On-line games are a rapidly growing Internet application. Because of the cost in supporting on-line games and the unpredictable load on servers, companies are moving toward sharing infrastructure for game hosting. To efficiently provision on-line games, it is important to understand game workloads and the behavior of game players. In this paper, we present a comprehensive analysis of a collection of on-line game players and game workloads using data from several sources including: a 13-month trace of an extremely busy game server containing over 2.8 million connections, a two-year trace of the aggregate game populations of over 550 on-line games, and a 4-month trace of a content-distribution network used to deliver games. The key findings from our measurement study are: (1) these gamers are an extremely difficult set of users to satisfy and unless game servers are properly set up and provisioned, gamers quickly choose to go elsewhere, (2) the popularity of these games follows a power law making games difficult to provision at launch time, (3) game workloads are predictable only over short-term intervals, (4) there are significant challenges in hosting games on shared infrastructure due to temporal and geographic synchronization across different games and other interactive applications, and (5) game software updates are a significent burden on game hosting that must be planned for. Our results have implications for both game publishers as well as infrastructure providers.