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
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