Publication | Open Access
An ARMA(1,1) prediction model of first person shooter game traffic
17
Citations
18
References
2008
Year
Unknown Venue
Game AiInternet Traffic AnalysisEngineeringOnline GamingHalf-life CounterstrikeGame TheoryNetwork AnalysisComputational Game TheoryPrediction ModelComputational Social ScienceData ScienceNetwork GameTraffic PredictionNetwork Traffic MeasurementGame DesignPacket Size DistributionPredictive AnalyticsGame AnalyticsComputer ScienceGamesHalf-life 2Network ScienceEdge ComputingArts
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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