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An ARMA(1,1) prediction model of first person shooter game traffic

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conference contribution
posted on 2024-07-09, 19:48 authored by Philip BranchPhilip Branch, Tony CricentiTony Cricenti, Grenville ArmitageGrenville 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 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 simple techniques for creating representative models for N-player FPS games based on empirically measured traffic of 2- and 3-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 III Arena, Quake 4 and Wolfenstein Enemy Territory.

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ISBN

9781424422951

Journal title

Proceedings of the 2008 IEEE 10th Workshop on Multimedia Signal Processing, MMSP 2008

Conference name

The 2008 IEEE 10th Workshop on Multimedia Signal Processing, MMSP 2008

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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