A Self-similarity Traffic Analysis of an Internet-based Multiplayer Online Game
dc.contributor.author | McEachen, John C. II | |
dc.date | August 30 & September 3, 2004 | |
dc.date.accessioned | 2014-01-14T19:26:41Z | |
dc.date.available | 2014-01-14T19:26:41Z | |
dc.date.issued | 2004-09 | |
dc.identifier.uri | http://hdl.handle.net/10945/38296 | |
dc.description | SIGCOMM '04 Workshops | en_US |
dc.description.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. | en_US |
dc.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. | en_US |
dc.title | A Self-similarity Traffic Analysis of an Internet-based Multiplayer Online Game | en_US |
dc.type | Article | en_US |
dc.contributor.department | Electrical and Computer Engineering | |
dc.subject.author | Measurement | en_US |
dc.subject.author | Performance | en_US |
dc.subject.author | self-similarity | en_US |
dc.subject.author | multiplayer | en_US |
dc.subject.author | MMOG | en_US |