{"title":"The revolution of StarCraft network traffic","authors":"Choong-Soo Lee","doi":"10.1109/NetGames.2012.6404022","DOIUrl":null,"url":null,"abstract":"StarCraft II uses a client-server architecture while StarCraft I uses a peer-to-peer architecture. StarCraft I clients utilize more outgoing bandwidth for each additional player in the game, while StarCraft II clients maintain constant client-to-server bandwidth regardless of the number of players. StarCraft I and StarCraft II exhibit distinct packet size and inter-packet size distributions. For StarCraft II, we model inter-packet time distributions for both client-to-server and server-to-client traffic regardless of the number of players. The packet size distribution for client-to-server traffic also remains constant regardless of the number of players while the packet size distribution for server-to-client traffic shifts with regard to the number of players. We segmented each of these distributions, and fit each segment with a uniform, beta, gamma or triangular distribution, constructing the model for StarCraft II network traffic.","PeriodicalId":279768,"journal":{"name":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 11th Annual Workshop on Network and Systems Support for Games (NetGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NetGames.2012.6404022","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
Abstract
StarCraft II uses a client-server architecture while StarCraft I uses a peer-to-peer architecture. StarCraft I clients utilize more outgoing bandwidth for each additional player in the game, while StarCraft II clients maintain constant client-to-server bandwidth regardless of the number of players. StarCraft I and StarCraft II exhibit distinct packet size and inter-packet size distributions. For StarCraft II, we model inter-packet time distributions for both client-to-server and server-to-client traffic regardless of the number of players. The packet size distribution for client-to-server traffic also remains constant regardless of the number of players while the packet size distribution for server-to-client traffic shifts with regard to the number of players. We segmented each of these distributions, and fit each segment with a uniform, beta, gamma or triangular distribution, constructing the model for StarCraft II network traffic.