This paper describes the results of a 500 million packet trace of a popular on-line, multi-player, game server. The results show that the traffic behavior of this heavily loaded game server 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 trace also indicates that these on-line games provide significant...
Over the past few decades, there has been a great deal of attention paid to modelling the traffic ge...
Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online ...
This paper studies the feasibility of using an optimization method, based on multiplexing and header...
Online gaming is one of the most profitable businesses over the Internet. Among all genres of the on...
Network games are becoming increasingly popular, but have received little attention from the academi...
On-line games are a rapidly growing Internet application. Because of the cost in supporting on-line ...
We study the traffic generated by sessions of a popular multi-player network game. Our analysis indi...
Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibi...
i There are several different types of games that are played in multiplayer mode over networks. The ...
We study the 'background traffic' resulting from tens of thousands of networked first person shooter...
A fundamental design question to ask in the development of a network game is—Which transport protoco...
A fundamental design question to ask in the development of a network game is—Which transport protoco...
Online gaming is one of the most profitable businesses over the Internet. Among all genres of the on...
Although MMORPGs are becoming increasingly popular as well as a highly profitable Internet business,...
We analyse the network traffic of the online multiplayer first person shooter game Enemy Territory. ...
Over the past few decades, there has been a great deal of attention paid to modelling the traffic ge...
Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online ...
This paper studies the feasibility of using an optimization method, based on multiplexing and header...
Online gaming is one of the most profitable businesses over the Internet. Among all genres of the on...
Network games are becoming increasingly popular, but have received little attention from the academi...
On-line games are a rapidly growing Internet application. Because of the cost in supporting on-line ...
We study the traffic generated by sessions of a popular multi-player network game. Our analysis indi...
Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibi...
i There are several different types of games that are played in multiplayer mode over networks. The ...
We study the 'background traffic' resulting from tens of thousands of networked first person shooter...
A fundamental design question to ask in the development of a network game is—Which transport protoco...
A fundamental design question to ask in the development of a network game is—Which transport protoco...
Online gaming is one of the most profitable businesses over the Internet. Among all genres of the on...
Although MMORPGs are becoming increasingly popular as well as a highly profitable Internet business,...
We analyse the network traffic of the online multiplayer first person shooter game Enemy Territory. ...
Over the past few decades, there has been a great deal of attention paid to modelling the traffic ge...
Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online ...
This paper studies the feasibility of using an optimization method, based on multiplexing and header...