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Please use this identifier to cite or link to this item: http://hdl.handle.net/1959.3/5826
- Title
- Post-game estimation of game client RTT and hop count distributions
- Author(s)
- Armitage, Grenville J.; Javier, Carl; Zander, Sebastian
- Abstract
- In first person shooter (FPS) games the round trip time (RTT) between a client and server influences player decisions on which server to join. Game servers do not accurately log the RTT of potential clients who only probed the server. We describe a simple, active method of estimating the RTT and hop-count between server and client when armed only with each client's IP address. For rough approximations this scheme works days or weeks after client IP addresses were collected. We illustrate using data gathered from a Wolfenstein Enemy Territory server operating in Australia, providing after-the-fact comparisons between the RTT and hop-count distributions of clients who probe a server versus clients who actually join a server and play.
- Publication type
- Conference paper
- Research centre
- Swinburne University of Technology. Faculty of Information and Communication Technologies. Centre for Advanced Internet Architectures
- Source
- Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games (Netgames 2006), Singapore, 30-31 October 2006
- Publication year
- 2006
- Keyword(s)
- Computer-communication networks; Computer systems organisation; Game traffic; Hop count; Measurement; Network monitoring; Network operations; Performance of systems; Post-game estimation; Round trip time
- Publisher
- ACM Press
- ISBN
- 1595935894
- Publisher URL
- http://dx.doi.org/10.1145/1230040.1230043
- Copyright
- Copyright © 2006 ACM.
- Peer reviewed



