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Game traffic analysis: an MMORPG perspective

Published: 13 June 2005 Publication History

Abstract

Online gaming is one of the most profitable businesses over the Internet. Among all genres of the online games, the popularity of the MMORPG (Massive Multiplayer Online Role Playing Games) is especially prominent in Asia. Opting for a better understanding of the game traffic and the economic well being of the Internet, we analyze a 1,356-million-packet trace from a sizeable MMORPG, ShenZhou Online. This work is, as far as we know, the first formal analysis on the MMORPG server traces.We find that the MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In particular, the bandwidth requirement of MMORPG is even lower due to the less real-time game play. More distinctive are the strong periodicity, temporal locality, and irregularity observed in the MMORPG traffic. The periodicity is due to a common practice in game implementation, where the game state updates are accumulated within a fixed time window before transmission. The temporal locality in the game traffic is largely due to the game nature where one action leads to another. The irregularity, particular unique in MMORPG traffic, is due to the diversity of game design where the user behavior can be drastically different depending on the quest at hand.

References

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ShenZhou Online. http://www.ewsoft.com.tw/.
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W. C. Feng, F. Chang, W. C. Feng, and J. Walpole. A traffic characterization of popular on-line games. to appear in IEEE/ACM Transactions on Networking, June 2005.
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  • (2023)AR Game Traffic Analysis: A Case of Pokemon Go in Flash Crowd EventProceedings of the 18th Asian Internet Engineering Conference10.1145/3630590.3630593(19-27)Online publication date: 12-Dec-2023
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cover image ACM Conferences
NOSSDAV '05: Proceedings of the international workshop on Network and operating systems support for digital audio and video
June 2005
210 pages
ISBN:158113987X
DOI:10.1145/1065983
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 13 June 2005

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Author Tags

  1. internet measurement
  2. network games
  3. traffic analysis

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Cited By

View all
  • (2024)Network Traffic Characteristics and Analysis in Recent Mobile GamesApplied Sciences10.3390/app1404139714:4(1397)Online publication date: 8-Feb-2024
  • (2024)Inside the Engine Room: Investigating Steam’s Content Delivery Platform Infrastructure in the Era of 100GB GamesPassive and Active Measurement10.1007/978-3-031-56249-5_2(32-60)Online publication date: 20-Mar-2024
  • (2023)AR Game Traffic Analysis: A Case of Pokemon Go in Flash Crowd EventProceedings of the 18th Asian Internet Engineering Conference10.1145/3630590.3630593(19-27)Online publication date: 12-Dec-2023
  • (2020)Evaluating a Player’s Network Class in a Multiplayer Game with Fuzzy LogicGümüşhane Üniversitesi Fen Bilimleri Enstitüsü Dergisi10.17714/gumusfenbil.518689Online publication date: 15-Jan-2020
  • (2018)Gamers' Behaviour and Communication Analysis in Massively Multiplayer Online Games: A Survey2018 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC)10.1109/DGRC.2018.8712055(61-69)Online publication date: Nov-2018
  • (2017)Gaming network delays investigation and collection of very large-scale data sets2017 Annual IEEE International Systems Conference (SysCon)10.1109/SYSCON.2017.7934779(1-7)Online publication date: Apr-2017
  • (2017)A stochastic gamer's model for on-line games2017 IEEE 30th Canadian Conference on Electrical and Computer Engineering (CCECE)10.1109/CCECE.2017.7946603(1-4)Online publication date: Apr-2017
  • (2016)Performance impact of packet multiplexing on massive multiplayer online gamesProceedings of the Summer Computer Simulation Conference10.5555/3015574.3015602(1-8)Online publication date: 24-Jul-2016
  • (2015)Online GamesComputers in Entertainment10.1145/2582193.263344512:1(1-26)Online publication date: 10-Feb-2015
  • (2015)Measurement and analysis of online gaming services on mobile WiMAX networksWireless Communications & Mobile Computing10.1002/wcm.241215:7(1198-1211)Online publication date: 1-May-2015
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