Second life in-world action traffic modeling

M. Ferreira, Ricardo Morla
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引用次数: 9

Abstract

Massive multiplayer online games (MMOGs) are increasingly popular because they can provide entertainment, numerous opportunities for socialization, and the ability for end users to earn money. Cornerstone to MMOGs is the underlying network traffic between MMOG clients and servers; understanding this traffic is important for application developers trying to improve game performance and for ISPs trying to provide a better quality of service for their customers. In this paper we present fine-grained approaches at modeling SL client-server traffic. Our approaches differ from existing modeling work as they focus on the analysis of specific in-world actions, on the decomposition of the collected samples in subsets of packets with the same size, and on modeling the dependencies between packets in the sample. We compare our different approaches between them and with the original collected sample using the Kolmogorov-Smirnov (KS) test statistic on packet size and inter-arrival time. We observed over one order of magnitude improvement of our models in the KS statistic for packet size and three time improvement for packet inter-arrival time compared to a bivariate 2-component Gaussian mixture model.
第二人生中的行动流量建模
大型多人在线游戏(mmog)越来越受欢迎,因为它们可以提供娱乐、大量的社交机会以及最终用户赚钱的能力。MMOG的基石是MMOG客户端和服务器之间的底层网络流量;了解这种流量对于试图提高游戏性能的应用程序开发人员和试图为客户提供更高质量服务的isp来说非常重要。在本文中,我们提出了对SL客户机-服务器流量建模的细粒度方法。我们的方法与现有的建模工作不同,因为它们侧重于分析特定的世界内行为,将收集的样本分解为具有相同大小的数据包子集,并对样本中数据包之间的依赖关系进行建模。我们使用Kolmogorov-Smirnov (KS)测试统计量比较了它们之间的不同方法以及原始收集的样本对数据包大小和间隔到达时间的影响。我们观察到,与二元双分量高斯混合模型相比,我们的模型在数据包大小的KS统计量上有一个数量级的改进,在数据包到达时间上有三个数量级的改进。
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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