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A generalised prediction model of first person shooter game traffic

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conference contribution
posted on 2024-07-26, 14:15 authored by Tony CricentiTony Cricenti, Philip BranchPhilip Branch
Modelling 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 correctly the network impact of highly interactive online game genres such as the first person shooter (FPS). Packet size distributions and autocovariance models are important elements in the creation of realistic traffic generators for network simulators. In this paper we present techniques for creating representative models for N-player FPS games based on empirically measured traffic of 2-player games. The models capture the packet size distribution as well as the time series behaviour of game traffic. 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 3 Arena, Quake 4 and Wolfenstein Enemy Territory.

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PDF (Published version)

ISBN

9781424444885

Journal title

Proceedings - Conference on Local Computer Networks, LCN

Conference name

Conference on Local Computer Networks, LCN

Pagination

3 pp

Publisher

IEEE

Copyright statement

Crown Copyright © 2009 Published by 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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