Title :
A generalised prediction model of first person shooter game traffic
Author :
Cricenti, Antonio L. ; Branch, Philip A.
Author_Institution :
Centre for Adv. Internet Archit., Swinburne Univ. of Technol., Melbourne, VIC, Australia
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.
Keywords :
Internet; computer games; telecommunication congestion control; Internet-based multiplayer computer games; autocovariance model; first person shooter game traffic; generalised prediction model; interactive online game genres; network simulators; packet size distribution; time series behaviour; Computer networks; Delay; IP networks; Internet; Jitter; Predictive models; Statistical distributions; Telecommunication traffic; Traffic control; Web server; Network applications; Teletraffic Analysis; Traffic Engineering; games and services;
Conference_Titel :
Local Computer Networks, 2009. LCN 2009. IEEE 34th Conference on
Conference_Location :
Zurich
Print_ISBN :
978-1-4244-4488-5
Electronic_ISBN :
978-1-4244-4487-8
DOI :
10.1109/LCN.2009.5355165