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Traffic analysis of Internet-based multiplayer online games from a client perspective

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1 Author(s)
J. C. McEachen ; Dept. of Electr. & Comput. Eng., Naval Postgraduate Sch., Monterey, CA, USA

An analysis of self-similarity in traffic generated by the popular Internet-based online game engine, unreal engine, is presented. Client-side packet traces are collected and analyzed for both client and server traffic. Initial analysis of over two million packets indicates client generated traffic shows strong long-range dependence of a self-similar nature primarily due to packet interarrival times associated with user actions. On the contrary, server generated traffic seen at the client, while still exhibiting a heavy tail, is more short-range dependent in regions where self-similarity is observed.

Published in:

Information, Communications and Signal Processing, 2003 and Fourth Pacific Rim Conference on Multimedia. Proceedings of the 2003 Joint Conference of the Fourth International Conference on  (Volume:3 )

Date of Conference:

15-18 Dec. 2003