DocumentCode
3436415
Title
First Person Shooter Multiplayer Game Traffic Analysis
Author
Zhou, Qili ; Miller, Colin J. ; Bassilious, Victor
Author_Institution
Sch. of Comput. & Creative Technol., Abertay Univ.-Dundee, Dundee
fYear
2008
fDate
5-7 May 2008
Firstpage
195
Lastpage
200
Abstract
Internet delay is important for FPS games because it can determine who wins or loses a game. Network traffic for such games has been analysed using packet size and inter-packet time metrics fitting a statistical model. However, the effect of other network traffic on game traffic was not investigated or considered. This paper explores the traffic generated by an FPS game, taking into account the effects of other Internet traffic. Experiments were conducted in an isolated local network, repeated across the Internet and in a simulator with varying degrees of background traffic. FPS game packet inter-arrival time distribution was observed to spread with the decrease of bandwidth due to other traffic along network paths. The twin peak characteristic of packet inter-arrival time observed in the isolated local network experiment flattens and spreads to a bell-shape as bandwidth decreases due to the increased and non-unique delay of packet arrivals.
Keywords
Internet; computer games; telecommunication traffic; Internet delay; Internet traffic; first person shooter multiplayer game; game traffic; interpacket time metrics; network traffic; packet inter-arrival time; Bandwidth; Delay effects; Distributed computing; IP networks; Internet; Local area networks; Object oriented modeling; Telecommunication traffic; Traffic control; Web server; bandwidth; interarrival delay; internet traffic analysis; intersend delay; multiplayer games ethereal;
fLanguage
English
Publisher
ieee
Conference_Titel
Object Oriented Real-Time Distributed Computing (ISORC), 2008 11th IEEE International Symposium on
Conference_Location
Orlando, FL
Print_ISBN
978-0-7695-3132-8
Type
conf
DOI
10.1109/ISORC.2008.28
Filename
4519578
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