A Self-similarity Traffic Analysis of an Internet-based Multiplayer Online Game
Abstract
An analysis of traffic generated by the popular Internet-based online
game engine, Unreal Engine, is presented. Network parameters such as
packet length, interarrival time and aggregate data rate are observed for
analyzing aspects of self-similarity. Client-side packet traces are
collected and analyzed for both client and server traffic. Initial
analysis of over three million packets indicates client generated traffic
shows strong long-range dependence of a self-similar nature primarily
due to packet length 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.
Description
SIGCOMM '04 Workshops
Rights
This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.Collections
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