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A Markov Model of Server to Client IP Traffic in First Person Shooter Games

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conference contribution
posted on 2024-07-26, 13:51 authored by Philip BranchPhilip Branch, Tony CricentiTony Cricenti, Grenville Armitage
Modeling 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 the network impact of highly interactive online games such as the first person shooter (FPS). Packet size distributions and autocorrelation models are important elements in the creation of realistic traffic generators for network simulators. In this paper we present a simple technique for constructing Markov chains that model autocorrelated packet length for N-player FPS games based on traffic traces of of 2-player games. This enables us to synthesize the time sequence of the length of server to client traffic as well as its probability distribution. We illustrate the likely generality of our approach using data from seven FPS games that have been popular over the past nine years: Half-Life, Half-Life Counterstrike, Half-Life 2, Half-Life 2 Counterstrike, Quake III Arena, Quake 4 and Wolfenstein Enemy Territory.

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PDF (Published version)

ISBN

9781424420759

ISSN

0536-1486

Journal title

IEEE International Conference on Communications

Conference name

2008 IEEE International Conference on Communications

Pagination

5 pp

Publisher

IEEE

Copyright statement

Copyright © 2008 IEEE. The published version is reproduced in accordance with the copyright policy of the publisher. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.

Language

eng

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