A Packet Arrival Model for Wolfenstein Enemy Territory Online Server Discovery Traffic

G. Armitage
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引用次数: 5

Abstract

Clients for online multiplayer first person shooter (FPS) games typically discover game servers through a two-step process. Clients initially query a well-known master server for a list of currently registered game servers, and then sequentially probe each game server in the order they were returned by the master server. The starting and stopping of clients over time creates a 24-hour cycle of 'background noise' (probe traffic) impacting on registered game servers, independent of a given server's actual popularity with players. Based on over 10 million probe packets from two topologically distinct Wolfenstein enemy territory servers in 2006, this paper shows that probe arrivals are uncorrelated and exhibit exponentially distributed inter-probe intervals during both busiest and least-busy hours of the 24-hour cycle. A modified Laplace curve is then shown to be a reasonable estimator of lambda for the exponentially distributed probe arrivals during any hour of the day. The ability to easily synthesise probe traffic patterns will augment existing approaches to modeling the IP traffic loads experienced by game servers and network devices attached to game servers.
Wolfenstein敌方领地在线服务器发现流量的数据包到达模型
在线多人第一人称射击(FPS)游戏的客户端通常通过两个步骤发现游戏服务器。客户端首先向知名的主服务器查询当前注册的游戏服务器列表,然后按照主服务器返回的顺序依次探测每个游戏服务器。随着时间的推移,客户端的启动和停止会产生一个24小时的“背景噪音”(探测流量)周期,影响到注册的游戏服务器,与给定服务器在玩家中的实际受欢迎程度无关。基于2006年来自两个拓扑不同的Wolfenstein敌方领土服务器的超过1000万个探测数据包,本文表明,在24小时周期的最繁忙和最不繁忙时段,探测到达是不相关的,并且呈现指数分布的探测间隔。一个修正的拉普拉斯曲线然后被证明是一个合理的估计lambda指数分布探针到达在一天中的任何小时。轻松合成探测流量模式的能力将增强现有方法,以模拟游戏服务器和附加到游戏服务器的网络设备所经历的IP流量负载。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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