DocumentCode :
2899587
Title :
Traffic analysis of Internet-based multiplayer online games from a client perspective
Author :
McEachen, John C.
Author_Institution :
Dept. of Electr. & Comput. Eng., Naval Postgraduate Sch., Monterey, CA, USA
Volume :
3
fYear :
2003
fDate :
15-18 Dec. 2003
Firstpage :
1722
Abstract :
An analysis of self-similarity in traffic generated by the popular Internet-based online game engine, unreal engine, is presented. Client-side packet traces are collected and analyzed for both client and server traffic. Initial analysis of over two million packets indicates client generated traffic shows strong long-range dependence of a self-similar nature primarily due to packet interarrival times associated with user actions. On the contrary, server generated traffic seen at the client, while still exhibiting a heavy tail, is more short-range dependent in regions where self-similarity is observed.
Keywords :
Internet; computer games; telecommunication traffic; Internet; client traffic; client-side packet traces; multiplayer online games; packet interarrival times; server traffic; traffic analysis; unreal engine; Internet; Investments; Open source software; Recruitment; Seals; Search engines; Statistical analysis; Telecommunication traffic; Traffic control; Web server;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Information, Communications and Signal Processing, 2003 and Fourth Pacific Rim Conference on Multimedia. Proceedings of the 2003 Joint Conference of the Fourth International Conference on
Print_ISBN :
0-7803-8185-8
Type :
conf
DOI :
10.1109/ICICS.2003.1292761
Filename :
1292761
Link To Document :
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