• DocumentCode
    588036
  • Title

    The revolution of StarCraft network traffic

  • Author

    Choong-Soo Lee

  • Author_Institution
    Dept. of Math. & Comput. Sci., Gustavus Adolphus Coll., St. Peter, MN, USA
  • fYear
    2012
  • fDate
    22-23 Nov. 2012
  • Firstpage
    1
  • Lastpage
    2
  • Abstract
    StarCraft II uses a client-server architecture while StarCraft I uses a peer-to-peer architecture. StarCraft I clients utilize more outgoing bandwidth for each additional player in the game, while StarCraft II clients maintain constant client-to-server bandwidth regardless of the number of players. StarCraft I and StarCraft II exhibit distinct packet size and inter-packet size distributions. For StarCraft II, we model inter-packet time distributions for both client-to-server and server-to-client traffic regardless of the number of players. The packet size distribution for client-to-server traffic also remains constant regardless of the number of players while the packet size distribution for server-to-client traffic shifts with regard to the number of players. We segmented each of these distributions, and fit each segment with a uniform, beta, gamma or triangular distribution, constructing the model for StarCraft II network traffic.
  • Keywords
    client-server systems; computer games; delays; digital simulation; jitter; peer-to-peer computing; quality of experience; sport; telecommunication traffic; StarCraft I game players; StarCraft II game players; StarCraft network traffic characteristics; casters; delay condition; e-sports games; electronic sports; emulation tool; experience degradation; jitter condition; loss condition; network conditions; online games; professional matches; professional players; quality-of-experience; real-time strategy game; routine matches; simulation tool; spectators; Emulation; Games; Mathematical model; Peer to peer computing; Servers; Standards; Throughput;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Network and Systems Support for Games (NetGames), 2012 11th Annual Workshop on
  • Conference_Location
    Venice
  • ISSN
    2156-8138
  • Print_ISBN
    978-1-4673-4576-7
  • Electronic_ISBN
    2156-8138
  • Type

    conf

  • DOI
    10.1109/NetGames.2012.6404022
  • Filename
    6404022