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- ARMA(1,1) modeling of Quake4 server to client game traffic
- Cricenti, Antonio; Branch, Philip A.
- Modeling 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 autocorrelation models are important elements in the creation of realistic traffic generators for network simulators such as ns-2 and OMNET++. In this paper we show that ARMA(1,1) models capture the time series behaviour of Quake4 game traffic well. We also show that the random component of the ARMA models (the innovations) have distributions that appear to change little as the number of players increases.
- Publication type
- Conference paper
- Research centre
- Swinburne University of Technology. Faculty of Information and Communication Technologies. Centre for Advanced Internet Architectures
- Proceedings of the 6th Annual Workshop on Network and Systems Support for Games (Netgames 2007), Melbourne, Victoria, Australia, 19-20 September 2007, pp. 70-74
- Publication year
- Client-server systems; Communications; Computer networks; Distributed applications; Distributed systems; First person shooter; FPS; Game traffic; Online games; Quake 4; Simulation; Teletraffic analysis; Traffic engineering; Traffic modelling; UDP; User Datagram Protocol
- Centre for Advanced Internet Architectures, Swinburne University of Technology and ACM
- 9780980446005, 0980446007
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- Copyright © 2007 the authors. Published version of this paper reproduced here in accordance with the copyright policy of the publisher.
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