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dc.contributor.authorMcEachen, John C. II
dc.dateAugust 30 & September 3, 2004
dc.date.accessioned2014-01-14T19:26:41Z
dc.date.available2014-01-14T19:26:41Z
dc.date.issued2004-09
dc.identifier.urihttp://hdl.handle.net/10945/38296
dc.descriptionSIGCOMM '04 Workshopsen_US
dc.description.abstractAn 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.en_US
dc.rightsThis 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.en_US
dc.titleA Self-similarity Traffic Analysis of an Internet-based Multiplayer Online Gameen_US
dc.typeArticleen_US
dc.contributor.departmentElectrical and Computer Engineering
dc.subject.authorMeasurementen_US
dc.subject.authorPerformanceen_US
dc.subject.authorself-similarityen_US
dc.subject.authormultiplayeren_US
dc.subject.authorMMOGen_US


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