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A self-similarity traffic analysis of an internet-based multiplayer online game

Published: 30 August 2004 Publication History

Abstract

An analysis of traffic generated by the popular Internet-based online game engine, Unreal Engine, is presented. Network parameters such as packet length, interarrival time and aggregate data rate are observed for analyzing aspects of self-similarity. Client-side packet traces are collected and analyzed for both client and server traffic. Initial analysis of over three million packets indicates client generated traffic shows strong long-range dependence of a self-similar nature primarily due to packet length associated with user actions. On the contrary, server generated traffic seen at the client, while still exhibiting a heavy tail, is more short-range dependent in regions where self-similarity is observed.

References

[1]
http://www.americasarmy.com/
[2]
Wiltenburg, M., "More than playing games," Reuters/Christian Science Monitor, April 3, 2003.
[3]
Floyd, S. and Paxson, V., "Difficulties in simulating the Internet," IEEE/ACM Trans. on Networking, vol. 9, no. 4, August 2001. pp. 392--403.
[4]
Leland, W. E., Taqqu, M.S., Willinger, W., Wilson, D.V., "On the self-similar nature of Ethernet traffic (extended version)," IEEE/ACM Trans. on Networking, vol. 2,no. 1, Feb 1994. pp. 1--15.

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  • (2005)A packet-level Traffic Model of StarcraftProceedings of the Second International Workshop on Hot Topics in Peer-to-Peer Systems10.1109/HOT-P2P.2005.4(33-42)Online publication date: 21-Jul-2005

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        cover image ACM Conferences
        NetGames '04: Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
        August 2004
        326 pages
        ISBN:158113942X
        DOI:10.1145/1016540
        • Program Chair:
        • Wu-chang Feng
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        Published: 30 August 2004

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        Author Tags

        1. MMOG
        2. multiplayer
        3. self-similarity

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        SIGCOMM04
        Sponsor:
        SIGCOMM04: ACM SIGCOMM 2004 Conference
        August 30, 2004
        Oregon, Portland, USA

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        • (2005)A packet-level Traffic Model of StarcraftProceedings of the Second International Workshop on Hot Topics in Peer-to-Peer Systems10.1109/HOT-P2P.2005.4(33-42)Online publication date: 21-Jul-2005

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