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
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