• DocumentCode
    2783769
  • Title

    Analysis of self-similarity in an Internet-based multiplayer online game

  • Author

    McEachen, John C.

  • Author_Institution
    Dept. of Electr. & Comput. Eng., Naval Postgraduate Sch., Monterey, CA, USA
  • fYear
    2003
  • fDate
    20-22 Oct. 2003
  • Firstpage
    211
  • Lastpage
    214
  • 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; information services; telecommunication traffic; Internet-based multiplayer online game; Unreal engine; client traffic; client-side packet trace; packet interarrival time; server traffic; traffic self-similarity analysis; Internet;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Communications and Networks, 2003. ICCCN 2003. Proceedings. The 12th International Conference on
  • ISSN
    1095-2055
  • Print_ISBN
    0-7803-7945-4
  • Type

    conf

  • DOI
    10.1109/ICCCN.2003.1284172
  • Filename
    1284172