The revolution of StarCraft network traffic

Choong-Soo Lee
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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.
星际争霸网络流量的革命
《星际争霸2》使用客户端-服务器架构,而《星际争霸1》使用点对点架构。星际争霸1的客户端会为游戏中每增加一个玩家使用更多的传出带宽,而星际争霸2的客户端无论玩家数量多少都保持恒定的客户端到服务器带宽。《星际争霸1》和《星际争霸2》表现出不同的数据包大小和内部数据包大小分布。在《星际争霸2》中,我们对客户端到服务器和服务器到客户端流量的包间时间分布进行建模,而不考虑玩家的数量。无论玩家数量如何,客户机到服务器流量的数据包大小分布也保持不变,而服务器到客户机流量的数据包大小分布随着玩家数量的变化而变化。我们将这些分布进行分段,并将每个部分与均匀分布、beta分布、gamma分布或三角形分布相匹配,从而构建《星际争霸II》网络流量模型。
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