ABSTRACT
Modelling traffic generated by Internet based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a desire to properly simulate the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions are an important element in the creation of plausible traffic generators for network simulators such as ns-2 and omnet++. In this paper we present a simple technique for creating representative packet size distributions for N-player FPS games based on empirically measured traffic of 2- and 3-player games. We illustrate the likely generality of our approach using data from Half-Life, Half-Life Counterstrike, Half-Life 2, Half-Life 2 Counterstrike, Quake III Arena and Wolfenstein Enemy Territory.
- Armitage, G., Claypoole, M. and Branch, P., "Networking and Online Games : Understanding and Engineering Multiplayer Internet Games," John Wiley and Sons Ltd, Chichester, England, 2006. Google ScholarDigital Library
- Borella, M., "Source models of network game traffic," Computer Communications, 23 (4). 403--410. Google ScholarDigital Library
- Cunha, C., Bestavros, A. and Crovella, M., "Characteristics of WWW Client-based Traces," Boston University Technical Report, 19951995 Google ScholarDigital Library
- Farber, J., "Network game traffic modelling," in Proc of the first ACM workshop on network and system support for games, (Braunschweig, Germany, April 2002). Google ScholarDigital Library
- Farber, J., "Traffic Modelling for Fast Action Network Games," Multimedia Tools and Applications, 23 (1). 31--46. Google ScholarDigital Library
- Feng, W., Chang, F., Feng, W. and Walpole, J., "Provisioning on-line games: a traffic analysis of a busy Counter-Strike server," in Proc. of SIGCOMM Internet Measurement Workshop, (Marseille, France, November 2002). Google ScholarDigital Library
- Feng, W.-C., Chang, F., Feng, W.-C. and Walpole, J., "A traffic characterization of popular on-line games," IEEE/ACM Transactions on Networking, 13 (3). Google ScholarDigital Library
- Floyd, S. and Kohler, E., "Internet Research Needs Better Models," in First Workshop on Hot Topics in Networks, (Princeton, New Jersey, 28-29 October).Google Scholar
- Lang, T. and Armitage, G., "A ns2 model for the Xbox system link game HALO," in Proc. Australian Telecommunications Networks and Applications Conference, (Melbourne, Australia, December 2003).Google Scholar
- Lang, T., Armitage, G., Branch, P. and Choo, H., "A synthetic traffic model for Half-Life," in Proc. of the Australian Telecommunications Network and Applications Conference, (Melbourne, December 2003).Google Scholar
- Lang, T., Branch, P. and Armitage, G., "A synthetic model for Quake III traffic," in Proc. ACM SIGCHI Advances in Computer Entertainment (ACE2004), (Singapore, June 2004). Google ScholarDigital Library
- Paxson, V., "Empirically derived analytic models of wide-area TCP connections," IEEE/ACM Transactions on Networking, 2 (4). 316--336. Google ScholarDigital Library
- Swinburne University of Technology, "Simulating Online Network Games (SONG) database," 2006 http://caia.swin.edu.au/sitcrc, 27 July2006Google Scholar
- Zander, S. and Armitage, G., "A traffic model for the XBOX game Halo 2," in 15th ACM International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV 2005), (Washington, June 2005). Google ScholarDigital Library
Index Terms
- Extrapolating server to client IP traffic from empirical measurements of first person shooter games
Recommendations
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games
NetGames '05: Proceedings of 4th ACM SIGCOMM workshop on Network and system support for gamesWe study the 'background traffic' resulting from tens of thousands of networked first person shooter (FPS) clients searching for servers on which to play. Networked, multiplayer games utilise the network in two distinct ways. Game play is typically ...
ARMA(1,1) modeling of Quake4 Server to client game traffic
NetGames '07: Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for gamesModeling traffic generated by Internet based multiplayer computer games has attracted a great deal of attention in the past few years. In part this has been driven by a need to simulate correctly the network impact of highly interactive online game ...
Evolving interesting maps for a first person shooter
EvoApplications'11: Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part IWe address the problem of automatically designing maps for first-person shooter (FPS) games. An efficient solution to this procedural content generation (PCG) problem could allow the design of FPS games of lower development cost with near-infinite ...
Comments