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Please use this identifier to cite or link to this item: http://hdl.handle.net/1959.3/68129
- Title
- A generalised prediction model of first person shooter game traffic
- Author(s)
- Cricenti, Antonio L.; Branch, Philip A.
- Abstract
- 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 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.
- Publication type
- Conference paper
- Research centre
- Swinburne University of Technology. Faculty of Information and Communication Technologies. Centre for Advanced Internet Architectures
- Source
- Proceedings of the 34th IEEE Conference on Local Computer Networks (LCN 2009), Zurich, Switzerland, 20-23 October 2009, pp. 213-216
- Publication year
- 2009
- FOR Code(s)
- 100503 Computer Communications Networks; 100504 Data Communications
- Keyword(s)
- Autocovariance models; Internet based multiplayer computer games; Packet size distribution; Realistic traffic generators; Time series hehaviour
- Publisher
- IEEE
- ISBN
- 9781424444885, 1424444888
- Publisher URL
- http://dx.doi.org/10.1109/LCN.2009.5355165
- Copyright
- Crown Copyright © 2009. Published by IEEE. The published version of the paper is reproduced here in accordance with the copyright policy of the publisher. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.
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