Publication | Open Access
A generalised prediction model of first person shooter game traffic
14
Citations
11
References
2009
Year
Unknown Venue
Game AiInternet Traffic AnalysisEngineeringOnline GamingGame TheoryNetwork AnalysisComputational Game TheoryNetwork SimulatorsComputational Social ScienceData ScienceNetwork GameTraffic PredictionGeneralised Prediction ModelGame DesignTransportation EngineeringPredictive AnalyticsGame AnalyticsComputer ScienceGamesHalf-life 2Game TrafficNetwork ScienceEdge ComputingBusinessNetwork Traffic Measurement
Modelling traffic generated by Internet-based multiplayer computer games has attracted much attention in the past few years. 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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