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Time-series modelling of server to client IP packet length in first person shooter games

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conference contribution
posted on 2024-07-09, 22:29 authored by Tony CricentiTony Cricenti, Philip BranchPhilip Branch, Grenville ArmitageGrenville Armitage
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). Time-series models are important elements in the creation of realistic traffic generators for network simulators such as ns-2 and OMNeT++ as they account for the correlation between packets. In this paper we show that the time-series behaviour of FPS server-to-client packet lengths is well modelled by ARMA(1,1) processes. We report on data from six popular FPS games of the past 10 years including Half-Life, Half-Life Counter-Strike, Half-Life 2, Half-Life 2 Counter-Strike, Quake III Arena and Wolfenstein Enemy Territory. For each of these games we analyse sessions each comprising 2 to 9 players. In all cases ARMA(1,1) is an effective model. We also show that AR models of order 1 and higher fail to capture the packet size variance as effectively as ARMA(1,1). Finally we show that higher order ARMA models are no more effective in describing the time-series behaviour than the simpler ARMA(1,1) models.

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ISBN

1424412307

Journal title

ICON 2007 - Proceedings of the 2007 15th IEEE International Conference on Networks

Conference name

ICON 2007 - The 2007 15th IEEE International Conference on Networks

Pagination

5 pp

Publisher

IEEE

Copyright statement

Copyright © 2007 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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