First Person Shooter multiplayer game traffic analysis

Qili Zhou, Colin J. Miller, Victor Bassilious

Research output: Chapter in Book/Report/Conference proceedingConference contribution

  • 12 Citations

Abstract

Internet delay is important for FPS games because it can determine who wins or loses a game. Network traffic for such games has been analysed using packet size and inter-packet time metrics fitting a statistical model. However, the effect of other network traffic on game traffic was not investigated or considered. This paper explores the traffic generated by an FPS game, taking into account the effects of other Internet traffic. Experiments were conducted in an isolated local network, repeated across the Internet and in a simulator with varying degrees of background traffic. FPS game packet inter-arrival time distribution was observed to spread with the decrease of bandwidth due to other traffic along network paths. The twin peak characteristic of packet inter-arrival time observed in the isolated local network experiment flattens and spreads to a bell-shape as bandwidth decreases due to the increased and non-unique delay of packet arrivals.
Original languageEnglish
Title of host publicationProceedings 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing
Place of PublicationLos Alamitos, CA
PublisherIEEE Computer Society
Pages195-200
Number of pages6
ISBN (Print)9780769531328
DOIs
StatePublished - May 2008
Externally publishedYes
Event11th IEEE Symposium on Object/Component/Service-Oriented Real-Time Disctributed Computing - Orlando, United States

Other

Other11th IEEE Symposium on Object/Component/Service-Oriented Real-Time Disctributed Computing
Abbreviated titleISORC 2008
CountryUnited States
CityOrlando
Period5/05/087/05/08

Fingerprint

Internet
Bandwidth
Experiments
Telecommunication traffic
Simulators

Cite this

Zhou, Q., Miller, C. J., & Bassilious, V. (2008). First Person Shooter multiplayer game traffic analysis. In Proceedings 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing (pp. 195-200). Los Alamitos, CA: IEEE Computer Society. DOI: 10.1109/ISORC.2008.28

Zhou, Qili; Miller, Colin J.; Bassilious, Victor / First Person Shooter multiplayer game traffic analysis.

Proceedings 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing. Los Alamitos, CA : IEEE Computer Society, 2008. p. 195-200.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

@inbook{4c03d27d00164bf893e876902896dc6c,
title = "First Person Shooter multiplayer game traffic analysis",
abstract = "Internet delay is important for FPS games because it can determine who wins or loses a game. Network traffic for such games has been analysed using packet size and inter-packet time metrics fitting a statistical model. However, the effect of other network traffic on game traffic was not investigated or considered. This paper explores the traffic generated by an FPS game, taking into account the effects of other Internet traffic. Experiments were conducted in an isolated local network, repeated across the Internet and in a simulator with varying degrees of background traffic. FPS game packet inter-arrival time distribution was observed to spread with the decrease of bandwidth due to other traffic along network paths. The twin peak characteristic of packet inter-arrival time observed in the isolated local network experiment flattens and spreads to a bell-shape as bandwidth decreases due to the increased and non-unique delay of packet arrivals.",
author = "Qili Zhou and Miller, {Colin J.} and Victor Bassilious",
year = "2008",
month = "5",
doi = "10.1109/ISORC.2008.28",
isbn = "9780769531328",
pages = "195--200",
booktitle = "Proceedings 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing",
publisher = "IEEE Computer Society",
address = "United States",

}

Zhou, Q, Miller, CJ & Bassilious, V 2008, First Person Shooter multiplayer game traffic analysis. in Proceedings 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing. IEEE Computer Society, Los Alamitos, CA, pp. 195-200, 11th IEEE Symposium on Object/Component/Service-Oriented Real-Time Disctributed Computing, Orlando, United States, 5-7 May. DOI: 10.1109/ISORC.2008.28

First Person Shooter multiplayer game traffic analysis. / Zhou, Qili; Miller, Colin J.; Bassilious, Victor.

Proceedings 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing. Los Alamitos, CA : IEEE Computer Society, 2008. p. 195-200.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

TY - CHAP

T1 - First Person Shooter multiplayer game traffic analysis

AU - Zhou,Qili

AU - Miller,Colin J.

AU - Bassilious,Victor

PY - 2008/5

Y1 - 2008/5

N2 - Internet delay is important for FPS games because it can determine who wins or loses a game. Network traffic for such games has been analysed using packet size and inter-packet time metrics fitting a statistical model. However, the effect of other network traffic on game traffic was not investigated or considered. This paper explores the traffic generated by an FPS game, taking into account the effects of other Internet traffic. Experiments were conducted in an isolated local network, repeated across the Internet and in a simulator with varying degrees of background traffic. FPS game packet inter-arrival time distribution was observed to spread with the decrease of bandwidth due to other traffic along network paths. The twin peak characteristic of packet inter-arrival time observed in the isolated local network experiment flattens and spreads to a bell-shape as bandwidth decreases due to the increased and non-unique delay of packet arrivals.

AB - Internet delay is important for FPS games because it can determine who wins or loses a game. Network traffic for such games has been analysed using packet size and inter-packet time metrics fitting a statistical model. However, the effect of other network traffic on game traffic was not investigated or considered. This paper explores the traffic generated by an FPS game, taking into account the effects of other Internet traffic. Experiments were conducted in an isolated local network, repeated across the Internet and in a simulator with varying degrees of background traffic. FPS game packet inter-arrival time distribution was observed to spread with the decrease of bandwidth due to other traffic along network paths. The twin peak characteristic of packet inter-arrival time observed in the isolated local network experiment flattens and spreads to a bell-shape as bandwidth decreases due to the increased and non-unique delay of packet arrivals.

U2 - 10.1109/ISORC.2008.28

DO - 10.1109/ISORC.2008.28

M3 - Conference contribution

SN - 9780769531328

SP - 195

EP - 200

BT - Proceedings 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing

PB - IEEE Computer Society

ER -

Zhou Q, Miller CJ, Bassilious V. First Person Shooter multiplayer game traffic analysis. In Proceedings 11th IEEE International Symposium on Object and Component-Oriented Real-Time Distributed Computing. Los Alamitos, CA: IEEE Computer Society. 2008. p. 195-200. Available from, DOI: 10.1109/ISORC.2008.28