DocumentCode
984395
Title
A traffic characterization of popular on-line games
Author
Feng, Wu-Chang ; Chang, Francis ; Feng, Wu-Chi ; Walpole, Jonathan
Author_Institution
Dept. of Comput. Sci., Portland State Univ., OR, USA
Volume
13
Issue
3
fYear
2005
fDate
6/1/2005 12:00:00 AM
Firstpage
488
Lastpage
500
Abstract
This paper describes the results of the first comprehensive analysis of a range of popular on-line, multiplayer, game servers. The results show that the traffic behavior of these servers is highly predictable and can be attributed to the fact that current game designs target the saturation of the narrowest, last-mile link. Specifically, in order to maximize the interactivity of the game itself and to provide relatively uniform experiences between players playing over different network speeds, on-line games typically fix their usage requirements in such a way as to saturate the network link of their lowest speed players. While the traffic observed is highly predictable, the traces also indicate that these on-line games provide significant challenges to current network infrastructure. As a result of synchronous game logic requiring an extreme amount of interactivity, a close look at the trace reveals the presence of large, highly periodic, bursts of small packets. With such stringent demands on interactivity, routers must be designed with enough capacity to quickly route such bursts without delay.
Keywords
computer games; computer networks; network servers; telecommunication traffic; game interactivity; games design; multiplayer game servers; online games; synchronous game logic; traffic characterization; Bandwidth; Delay; Graphics; Hardware; Logic; Network servers; Software design; Spine; Telecommunication traffic; Web server; Communication system traffic; games; measurement; network servers; networks;
fLanguage
English
Journal_Title
Networking, IEEE/ACM Transactions on
Publisher
ieee
ISSN
1063-6692
Type
jour
DOI
10.1109/TNET.2005.850221
Filename
1458759
Link To Document