• 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