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Please use this identifier to cite or link to this item: http://hdl.handle.net/1959.3/2533
- A traffic model for the XBOX game Halo 2
- Zander, Sebastian; Armitage, Grenville
- This paper analyses the traffic characteristics of, and proposes a traffic model for, the Xbox game Halo 2. Our goal is to help players and network providers to estimate the amount of traffic caused by the game and the impact on access links or provider networks. It also enables other researchers to use a realistic Halo 2 traffic model in network simulations. We focus on the following characteristics: bandwidth, packet rate and distribution of packet inter-arrival times and packet lengths. We compare the results with a previous analysis of Halo 1 and find some major differences - the client packet rate has been reduced, packet sizes have no longer a single fixed value per game and the mean packet size has decreased (so Halo 2 requires less bandwidth). Finally we develop traffic simulation models for Halo 2 and compare them against the experimentally obtained data.
- Publication type
- Conference paper
- Research centre
- Swinburne University of Technology. Faculty of Information and Communication Technologies. Centre for Advanced Internet Architectures
- Proceedings of the 15th International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV 05), Stevenson, Washington, United States, 13-14 June 2005, pp. 13-18
- Publication year
- Association for Computing Machinery
- Publisher URL
- Copyright © 2005 ACM.
- Peer reviewed