Measurement and analysis of World of Warcraft in mobile WiMAX networks

Xiaofei Wang, Hyunchul Kim, A. Vasilakos, Taekyoung Kwon, Yanghee Choi, S. Choi, Hanyoung Jang
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引用次数: 24

Abstract

Online games have been played mainly over wired networks due to high speed links and capable desktop computers. The advances in mobile devices and ever increasing wireless link bandwidth motivate us to study whether players can enjoy online gaming over broadband wireless networks such as mobile WiMAX networks. In this paper we carry out theWorld of Warcraft (WoW) measurements via the mobile WiMAX networks and analysis the performance. We focus on two aspects: (1) application level packet dynamics such as RTT and jitter; (2) WiMAX link level statistics such as wireless link quality and handovers. We measure various scenarios for comprehensive analysis of WoW traffic and WiMAX link-layer characteristics. Finally we discuss how to improve the service quality of WiMAX online gaming.
《魔兽世界》在移动WiMAX网络中的测试与分析
由于高速连接和功能强大的台式电脑,在线游戏主要通过有线网络进行。移动设备的进步和不断增加的无线链路带宽促使我们研究玩家是否可以在宽带无线网络(如移动WiMAX网络)上享受在线游戏。本文通过移动WiMAX网络对《魔兽世界》进行了测试,并对其性能进行了分析。我们主要研究两个方面:(1)应用层数据包动态,如RTT和抖动;(2) WiMAX链路级统计,如无线链路质量和切换。我们测量了各种场景,以全面分析WoW流量和WiMAX链路层特性。最后讨论了如何提高WiMAX网络游戏的服务质量。
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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