Abstract

Modelling traffic generated by Internet-based multiplayer computer games has attracted much attention in the past few years. This has been driven by a need to simulate correctly the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions and autocovariance models are important elements in the creation of realistic traffic generators for network simulators. In this paper we present techniques for creating representative models for N-player FPS games based on empirically measured traffic of 2-player games. The models capture the packet size distribution as well as the time series behaviour of game traffic. We illustrate the likely generality of our approach using data from seven FPS games that have been popular over the past nine years: Half-Life, Half-Life Counterstrike, Half-Life 2, Half-Life 2 Counterstrike, Quake 3 Arena, Quake 4 and Wolfenstein Enemy Territory.


Original document

The different versions of the original document can be found in:

http://dx.doi.org/10.1109/lcn.2009.5355165
https://dblp.uni-trier.de/db/conf/lcn/lcn2009.html#CricentiB09,
(Published version).pdf https://researchbank.swinburne.edu.au/file/25fe31fb-ebc2-4594-b88a-502221693669/1/PDF (Published version).pdf,
https://ieeexplore.ieee.org/document/5355165,
https://academic.microsoft.com/#/detail/2147520699
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Document information

Published on 01/01/2009

Volume 2009, 2009
DOI: 10.1109/lcn.2009.5355165
Licence: CC BY-NC-SA license

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